Freedom Force
Unofficial Strategy Guide and FAQ
by Kasey Chang
released February 6, 2003
0 Introduction
This section is for "what the FAQ is about" and things like
that. Feel free to skip this section.
NOTE: If you have a good hero you have built for UNDER 7500
pp, send it in with a short explanation and analysis of your
hero/ine, and I may include it in the next release!
If you are looking for information on how to use the
downloaded "custom heroes", see final section.
If you like the FAQ, please send me a dollar. :-) See [0.3]
And thanks to Jason S. Connor... He's the first person to
donate $5 for this FAQ. :-)
0.1 A WORD FROM THE AUTHOR
I've read all the FAQs in Gamefaqs.com for Freedom Force,
and I'm not quite completely satisfied with all of them, so
here's one more version.
This is a FAQ, NOT a manual. You probably will not be able
to learn how to play the game with this document.
This USG only covers the PC version since that's the only
version that I have (and existed).
Some of you may recognize my name as the editor for the XCOM
and XCOM2: TFTD FAQ's, among others.
0.2 TERMS OF DISTRIBUTION
This document is copyrighted by Kuo-Sheng "Kasey" Chang (c)
2002, all rights reserved excepted as noted above in the
disclaimer section.
This document is available FREE of charge subjected to the
following conditions:
1) This notice and author's name must accompany all copies
of this document: "Freedom Force Unofficial Strategy Guide
and FAQ" is copyrighted (c) 2002 by Kasey K.S. Chang, all
rights reserved except as noted in the disclaimer."
2) This document must NOT be modified in any form or manner
without prior permission of the author with the following
exception: if you wish to convert this document to a
different file format or archive format, with no change to
the content, then no permission is needed.
2a) In case you can't read, that means TXT only. No banners,
no HTML borders, no cutting up into multiple pages to get
you more banner hits, and esp. no adding your site name to
the site list. [Small exception: a "small" toolbar with no
banners embedded is okay.]
3) No charge other than "reasonable" compensation should
charged for its distribution. Free is preferred, of course.
Sale of this information is expressly prohibited. If you see
any one selling this guide, contact me (see below).
4) If you used material from this, PLEASE ACKNOWLEDGE the
source, else it is plagiarism.
5) The author hereby grants all games-related websites the
right to archive and link to this document to share among
the game fandom, provided that all above restrictions are
followed.
Sidenote: The above conditions are known as a statutory
contract. If you meet them, then you are entitled to the
rights I give you in 5), i.e. archive and display this
document on your website. If you don't follow them, then you
did not meet the statutory contract conditions, and
therefore you have no right to display this document. If you
do so, then you are infringing upon my copyright. This
section was added for any websites that don't seem to
understand this.
For the gamers: You are under NO obligation to send me ANY
compensation. However, I do ask for a VOLUNTARY
contribution of one (1) US Dollar if you live in the United
States, and if you believe this guide helped your game. If
you choose to do so, please make your US$1.00 check or $1.00
worth of US stamps to "Kuo-Sheng Chang", and send it to
"2220 Turk Blvd. #6, San Francisco, CA 94118 USA".
If you don't live in the US, please send me some local
stamps. I collect stamps too.
0.3 VOLUNTARY CONTRIBUTION
Gamers who read this guide are under NO obligation to send
me ANY compensation.
However, a VOLUNTARY contribution of one (1) US Dollar would
be very appreciated.
If you choose to do so, please make your US$1.00 check or
$1.00 worth of stamps to "Kuo-Sheng Chang", and send it to
"2220 Turk Blvd. #6, San Francisco, CA 94118 USA".
If you don't live in the US, please send me some local
stamps. I collect stamps too.
For the record, out of ALL the FAQs I wrote (33 at least
count) over the past six years, I've received exactly 7
dollars and 2 sets of stamps, as of release of this guide.
So I'm NOT making any money off these guides, folks.
0.4 HOW AND WHEN TO CONTACT ME
PLEASE let me know if there's a confusing or missing remark,
mistakes, and thereof... If you find a question about this
game that is not covered in the USG, e-mail it to me at the
address specified below. I'll try to answer it and include
it in the next update.
Please do NOT write me for technical support. That is the
job of the publisher.
Please do NOT ask me to send you a list of controls, the
manual, etc. If you borrowed the game without borrowing the
manual, blame your own stupidity. If you bought the game
without a manual, blame your own stupidity. If you copied
the game without copying the manual, you're not only scum,
but STUPID scum.
Please do NOT ask me to answer questions that have already
answered in this FAQ/guide. It makes you REALLY idiotic.
I will NOT answer stupid questions like the ones above
unless I'm in a really good mood. If you send questions like
that, do NOT expect a reply.
The address below is spelled out phonetically so spammers
can't use spambots on it:
Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT
Yankee-Alpha-Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike
To decipher this, simply read the first letter off each word
except for the numbers and the punctuation. This is
"military phonetics" or "aeronautical phonetics" in case
you're wondering.
This document was produced on Microsoft Word 97. Some
editing was done with Editpad (editpadclassic.com).
0.5 THE AUTHOR
I am just a game player who decided to write my own FAQs
when the ones I find don't cover what I want to see. Lots
of people like what I did, so I kept doing it.
Previously, I've written Unofficial Strategy Guides (USGs)
for XCOM, XCOM2:TFTD, Wing Commander, Wing Commander 2, Wing
Commander 3, Wing Commander 4, Privateer, Spycraft, 688(I)
Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack,
Mechwarrior 4, Mechwarrior 4: Black Knight, Need for Speed:
Porsche Unleashed, The Sting!, Terranova, Fallout Tactics,
Starfleet Command Volume II, DS9: The Fallen, DS9: Dominion
War, Driver, and a few more.
To contact me, see 0.4 above.
0.6 DISCLAIMER / COPYRIGHT INFORMATION
Irrational Games created Freedom Force. Visit the official
site at http://www.myfreedomforce.com.
Electronic Arts and Crave Entertainment published Freedom
Force.
This USG is not endorsed or authorized by ANY of the
companies mentioned above.
The information compiled in this USG has been gathered
independently through the author's efforts except where
noted otherwise.
0.7 HISTORY
21-OCT-2002 Initial release, complete except custom
hero and multiplayer tips
28-DEC-2002 Second release, fixed up custom heroes
and misc. stuff, answered questions about how to use custom
heroes and meshes
04-JAN-2003 Third release, updated a section about
video workaround
06-FEB-2003 Fourth release, included V1.3info,
updated more on "Strange Visitors" mission walkthru
1 Freedom Force General Info
1.1 THE MOST FREQUENTLY ASKED QUESTIONS
Q: Can you send me the game (or portions thereof)?
A: No.
Q: Can you send me the manual (or portions thereof)?
A: No.
Q: Can you send me the install code?
A: That's a part of the game, so see the first question.
Q: Can you tell me how to play the game?
A: Read the manual.
Q: Can you help me get the game working?
A: That's the publisher's job, isn't it?
Q: When I try to play the screen flickers like crazy! Any
ideas?
A: This seems to be a problem when NVIDIA users upgraded to
the Detonator 40.xx series drivers. There is a workaround:
add these 2 lines to your init.py file:
import ff
ff.RENDER_DISABLEHWTNL = 1
Alternatively, get patch V1.3.
Q: How about a patch?
A: V1.3 is available. However, the download link at the
official site appears to be broken. Try one of the fansites,
or directly from Irrational Games' website.
Q: How about a sequel? Expansion packs?
A: There are rumors that an official Marvel Heroes version
of Freedom Force is coming soon (or is that DC?). Also,
Freedom Force was planned as a trilogy, so definitely more
stuff is coming soon. There is also quite a few fan mods and
conversions out there.
Q: What's the difference among the difficulty levels?
A: Difficulty level affects amount of prestige points,
amount of damage you do, amount of resistance the enemy
gets, etc. Even on "very easy" the enemies are not walk-
overs. Some enemies are tougher than others. A combined
approach is needed.
Q: Can I play both sides?
A: You can only be the good guy (i.e. Freedom Force) in the
"campaign". However, you can choose anybody (including some
of the bad guys) in multiplayer and skirmish (Danger Room)
modes. And who is to say who's good and who's evil?
Q: Where is the pause button?
A: Space bar or P. See your options button.
Q: Why did the objects I had the heroes carry disappear
after a cinematic has finished?
A: Apparently the cinematic were designed without the
objects so they had to "reset" you. If you want to keep the
items, drop them before triggering the cinematic, then pick
them up again later.
Q: What about some cheat codes?
A: Supposedly there is a cheat console command. See final
section.
Q: Where can I find some mods?
A: Official mod site is http://www.modforce.com/. There are
LOTS of mods, featuring a LOT of comic book heroes.
Everybody from Green Lantern to Green Arrow has been
converted for Freedom Force. There are plenty of custom
heroes as well.
Q: How do I install the custom skins and meshes?
A: See last section.
Q: What happened to Crave Entertainment, the publisher?
A: They appear to be bankrupt (or close to it). Irrational
Games, the maker, still supports the game.
1.2 FREEDOM FORCE HISTORY
Freedom Force has the distinction of being the first
"superhero" game that actually got made. There had been
attempts to computerize some of the superhero RPGs such as
Champions. However, that never progressed beyond vaporware
stage. Other projects such as "The Immortals" didn't get
very far either.
Freedom Force is the first game to break the "superhero game
curse", except maybe the old Steve Meretzky RPG called
"Superhero League of Hoboken". It's a traditional RPG with
turn-based combat in a text window, where you take a bunch
of not-quite superheroes on adventures with not-quite super-
villains using not-quite superpowers.
1.3 FREEDOM FORCE REQUIREMENTS
The follow is from the official FF FAQ on the official
website.
Minimum requirements to run Freedom Force is as follows:
* Windows XP, Windows Me, Windows 2000, or Windows 98
(Windows 95 and Windows NT not supported)
* 300 MHz Intel Pentium II or AMD K6-2 processor
* 96 MB RAM
* 4x CD-ROM/DVD-ROM drive
* 31 MB free hard disk space plus space for saved games
(with additional space required for Windows swap-file and
DirectX 8.1 installation)
* 16 MB Direct3D capable video card using the NVIDIA
GeForce3, NVIDIA GeForce2, NVIDIA GeForce 256, NVIDIA Riva
TNT2, NVIDIA Riva TNT, ATI Radeon 8500, ATI Radeon, ATI Rage
128 Pro, ATI Rage 128, PowerVR3 Kyro II, PowerVR Kyro,
Matrox MGA-G450, or Matrox MGA-G400 chipset with DirectX 8.1
compatible driver
* DirectX 8.1 compatible sound card
* Keyboard
* Mouse
The game should run smoothly on this system at lowest
settings, but the more powerful your system, the more bells
and whistles you can leave running and the nicer Freedom
Force will look. In complicated battles where a lot of
enemies and friendlies and civilians are moving around, the
system can slow to a crawl.
The recommended specs for best game performance is:
* 600 MHz or faster Intel Pentium III or AMD Athlon
processor
* 128 MB or more RAM
* 16x or faster CD-ROM/DVD-ROM drive
* 570 MB or more free hard disk space plus space for saved
games
* 32 MB or greater supported Direct3D capable video card
with DirectX 8.1 compatible driver
* Environmental Audio (EAX) capable sound card
1.4 HOW DOES THE GAME PLAY?
Freedom Force is basically a 3D real-time role-playing game
with a pause button. You get a fully rotate-able camera with
zoom. Each hero has one or more attacks that are divided
into six different categories, from melee to mystical, from
beams to projectiles. Each also gets defenses (of various
types). Hero has two measurements: energy points (EP), and
hit points (HPs). When HPs reach 0, the hero is unconscious.
When energy is depleted, hero may no longer attack (unless
s/he has 0-EP attacks).
Some heroes with superior strength can pick up items such as
cars and buses, and throw them as weapons. Other heroes can
pick up long objects such as lightpoles and traffic lights
and wield those as melee weapons.
Take the heroes (up to 4 per mission) on different missions,
earn XPs (experience points) and PP (prestige points). When
the character gets enough XPs, they "level up", earning them
CPs (character points) which can then be used to "purchase"
better powers. Then they go on to more missions, perhaps
meet more heroes and recruit some using those prestige
points.
Objectives vary from investigation to rescue civilians, deal
with various threats to Patriot City (a fictional copy of
New York in the 1960s).
You can also create your own heroes with your own 'skins',
'meshes', and your special combinations of attributes.
1.5 BUGS AND FIXES
The V1.1 patch fixed most known bugs and added the "Danger
Room" skirmish mode. You can find the full list of fixes in
the patch Readme file.
There are still some reports of incompatibility with certain
video cards and drivers. Try upgrading and downgrading video
drivers as you see fit.
For those of you with NVIDIA cards and using Detonator 40.xx
drivers, and you have video flickering and corruption
problem, see Q/A above for a workaround.
The V1.3 patch fixed the video compatibility problems, among
others.
1.6 EXPANSION PACKS? SEQUELS? RELATED TITLES?
There are no expansion pack or sequel to Freedom Force at
the moment. However, an officially licensed version from
either Marvel or DC is rumored.
A "clone" for Freedom Force is "Hero X", which is considered
a budget title.
There is a huge fan mod community that has supplied almost
every comic book superhero that ever existed, everybody from
Green Lantern to Green Arrow, from Ultraman (not the
Japanese one, but the mirror-universe Superman) to
Knightfall's Batman. Others have produced more spectacular
attacks (like X-Men Gambit's Exploding Cards) and plenty of
different "models/meshes" and "skins".
2 General Tactics
Here are some general tactics we need to discuss before we
get started on the specifics.
2.1 READ THE OBJECTIVES CAREFULLY
Before you start moving, open the objective window and take
a look. Time is paused while you read so read the objectives
carefully. Do that whenever it says new primary or secondary
objective also (usually just after you start on the
mission). Then you know what to do to earn extra prestige
points.
Often, you can earn extra prestige by cleaning out the map
of all the villain's minions as a secondary objective. If
you are working within Patriot City, saving civilians is
often a secondary objective. You must read your objectives
to know this!
2.2 TAKE THINGS SLOWLY WHEN YOU CAN
Approach each area slowly. You don't want to trigger too
many enemies at the same time.
On the other hand, sometimes some of the objectives are
"timed". If you need to protect civilians, and there are bad
guys chasing them, you may need to hurry a bit.
2.3 USE THE PAUSE BUTTON!
Things can get hectic when there are a lot of enemies and
good guys moving around. There is a PAUSE button and you CAN
issue orders while paused, so do so!
Pause also gives you a chance to issue simultaneous orders.
For example, if you want TWO objects thrown at the same
target together, you need to use pause to issue orders.
2.4 STUDY YOUR TARGET!
When you hold the cursor over an object, you can see how
many HP it has, what it is resistant to or vulnerable to,
and so on. Study that before you attack!
The description of the object also will show you which
civilians are real and which ones are fake on the Deja Vu
levels. The "fake" ones will say "unusual citizen".
2.5 PROPER SCOUTING
Scouting means knowing where the enemy is without alerting
them to your presence. In general, enemies are stupid and
will not notice things high above them. If you can fly, take
to the air and check things out. If you can jump or climb,
get on top of buildings.
If you are up high, you get much better visibility of
enemies. This can help you fulfill secondary objectives of
clearing out the minions, as often, they aren't that easy to
find. This can also help you locate those canisters lying
around.
2.6 LONG RANGE ATTACK FIRST
Often you can use barrels, snowballs, crates, TNT crates,
explosive mushrooms, and the like to attack the enemies.
Even better, if you attack from REALLY long range, the enemy
may not react!
The explosive items like mushrooms, barrels, and TNTs are
best used on a GROUP of enemies from long range. Minuteman
is best for this, though Manbot would work also (if you have
the patience). El Diablo is a bit weak for this and lacks
the range.
2.7 LOOK FOR BONUS CANISTERS
You can find all sorts of energy X canisters in the city.
They can give experience, energy, health, and perhaps other
bonuses. Look for the rare canisters, like health and
experience first as you explore the city. Some are hidden
inside trucks, or containers, and such. Others can be hidden
behind hills or under certain things.
Use these before you use your "heroic deeds".
2.8 UNDERSTAND ENVIRONMENTAL HINTS
Often, the environment tells you where you need to go, when
there are no yellow or red arrows to point the way. Take a
hint from the way the streets are structured. Often, those
arrows pointing the way on the streets also point a way for
you to progress. This is especially true in the underground
levels where you encounter "The Ant" and "The Shadow".
Sometimes, you need to chase down some bad guys who are
harassing the civilians. You can hear the screaming "Help
me!" from pretty far away. Use the 3D sound hints and head
in that direction. Those often produce bonus prestige.
2.9 MINIMIZE COLLATERAL DAMAGE
When fighting evil, try not to cause too much collateral
damage. Basically, this means don't break down buildings or
knock out civilians while you're at it. You get negative
prestige for K/O civilians or destroying innocent buildings
(or allowing them to be destroyed).
The small stuff like chimneys, water tanks, cars, light
poles, and such don't count. Only the FULL building counts.
Even if one corner came down, it's still counted as
"intact".
Beware when using area attacks. You may hit your fellow
heroes or even civilians. If you explode things that cause
secondary explosions, you may bring down building
accidentally and knock out civilians.
In some cases, saving civilian buildings will save you from
loss of prestige.
2.10 PROPER USE OF OVERPOWER OR UNDERPOWER
Look at how much damage you can do vs. the enemy's hit
points. If you already do enough damage, try underpower the
attack to save EP. If you don't do quite enough to knock an
enemy out, overpower to take out the enemy.
Note that overpower and underpower does NOT affect chance-to-
hit.
2.11 PROPER USE OF CONTINUOUS ATTACK
Note that you DO have a continuous-attack key. Hold down
that key and order the attack will cause the hero to
continuously (allowing for available energy) to use beam and
projectile attack instead of just attacking once. This can
save you a LOT of micromanagement.
2.12 CREATE GOOD COMBINATIONS
One possibility is tie them up (so they can't fight back,
with stun, area null, etc.) then you attack.
For example, Mentor's "Cortical Suppression" is great on a
group of enemies if you can move in quickly and attack the
blanked minions with even MORE area attacks, like "chained"
attacks, El Diablo's Inferno, and so on.
Similar thing can be done with Eve's "Vine Entangle", but
that works on a single enemy only.
Such slow-enemy attacks can also be used to help heroes who
have slow attacks, like Minuteman's Smash.
2.13 USE OBJECTS WHEN AVAILABLE
The objects like lightpoles, traffic signals, etc. are
excellent melee objects as they have a big swing arc and can
hit multiple enemies at the same time.
However, you can hit friendlies in wild melees if you are
holding a big pole. And if you get knocked back/knocked
down, you'll lose the object.
Keep two heroes with objects near each other to cover each
other, but don't get into each other's way.
2.14 TAKE OUT THE MINIONS FIRST
In general, the minions are more dangerous than the head
honcho, since there are more of them. So take out the
minions first, then concentrate attack on the head honcho.
2.15 USE YOUR HERO DEED(S) BEFORE IT'S TOO LATE
Once your hero's knocked out, it's too late to use the
heroic remedy. So use those deeds when there's something
left to use it on.
2.16 LOOK FOR AI "MODES" AND EXPLOIT
The AI shifts "modes". Sometimes it attacks objects, such as
civilians. Sometimes it only wants to attack you. This is
esp. true for Mr. Mechanical's Mech Men, as they switch
between building bashing and Freedom Force bashing. The best
time to bash them in melee is when they are building
bashing. When they want to bash Freedom Force, get out of
melee range and keep running while others keep shooting.
Another AI tendency is to fixate on a single target. The AI
will fixate on the first enemy it sees. So if that target is
fast, and can keep from being hit, other team members can
take out the chasers.
2.17 DON'T MOVE IN ON THE BOSS VILLAIN UNTIL EVERYTHING
ELSE IS DONE
A lot of the bonus prestige is earned by cleaning out all
the minions on the map. Check your objective screen for
details. Once you trigger the final "boss fight", you won't
have a chance to fulfill those other secondary objectives.
2.18 REALLY STUPID TRICK: RUN IN CIRCLES
The enemy/minion AI can be exploited if you know how.
Basically, the AI locks onto the target (maybe first one it
sees, maybe it was attacked by the target), and never lets
go unless the target leaves detection radius. So if you have
one guy who is fast, you can set the other two characters to
attack the chasers (who won't fight back!) while the first
guy keeps running away.
For example, once I was on the may where I rescued Manbot. I
had set off two Ice Queens and Minuteman has like 2 HPs left
(due to prior damage) and I already used the Heroic Remedy.
So the plan is... I set Mentor to hit one while El Diablo
hit the other, both with melee attacks on default, while
Minuteman run around in circles, constantly doubling back to
let the other two teammates have a shot. Ice Queen is nearly
as fast as Minuteman, and El Diablo/Mentor are quite slow.
Still, after a while I was able to get both Ice Queens out,
and I was able to find a health canister.
3 Creating Your Hero
Please keep the cost of your hero under 10000 pp, perhaps
under 7000 pp. The really powerful heroes make the game too
easy. Look at your own heroes when they are fully
developed... They are still well under 10000 pp.
3.1 BODY TYPE
You get a lot of choices on what type of body you want.
However, most people agree that Stone is best. It really has
no vulnerabilities and is extra resistant to some attack
types.
You can try flesh or even metal, but those are somewhat less
useful.
3.2 ATTRIBUTES
There are quite a few attributes that are valuable, and they
tend to have positive costs, and they add up really fast.
You may want to take a few negative attributes just for the
fun of it. Remember, it's the weaknesses that make a hero
memorable. Don't forget the advice in the movie
"Unbreakdable"... Every hero has a weakness.
3.3 ATTACK POWERS
As explained in the manual, there are five different types
of attack powers: melee, projectile, beam, area, and direct.
3.3.1 Melee
Melee combat is just that: point-blank hand-to-hand combat.
There are multiple types of melee damage, like crushing,
piercing, and so on. Piercing seem to be more useful as
there are several resistances to crushing. However, piercing
also do less damage.
Good attacks, in addition to damage, do stun and knockback.
Stun prevents the target from fighting back. Knockback
prevents them from getting off a melee hit as they are
pushed away from you, or knock them off their feet, during
which they are vulnerable to more hits.
A pure knockback attack that does no damage can still be
lethal if you knock the target into a building or OFF a
building. The Ant's "shove" is such an example.
Swifter the attack, the better. You need to get off the
first shot as well as make your attacks harder to dodge.
Up knockback is nice to have as it adds falling damage.
3.3.2 Projectile Attacks
Projectile attacks are just that, projectiles that must
travel the distance.
Grenades bounce, regular shots don't.
You want range and accuracy as much as possible. If the hero
has "crack shot" skill, accuracy gets a big bonus.
Spawn is nice but not required, as you don't fight hordes
THAT often. Usually you fight individuals or pairs.
Homing and such is nice but hardly essential. What is needed
is area damage and accuracy. On the other hand, area damage
is bad when you have friendlies around or when the enemy is
very close.
You may want to consider two shots... An area shot for long-
distance, and a closer accuracy shot that hits one at a
time.
3.3.3 Beam Attacks
Beam attack is just that, a beam that comes from the shooter
at the target.
The faster the beam, the more it costs. The more power the
beam, the more it will cost as well.
You want high beam speed (or the enemy can dodge the beam)
and knockback (so enemy will have to get up to fight back).
Stun is nice to have but knockback is generally better.
3.3.4 Area Attack
As attacks that affect a whole area, area attacks are
usually indiscriminate, meaning it'll affect any one within
that radius. The larger the radius, the costlier the power.
Mentor's Cortical Suppression is an area attack. So is El
Diablo's Inferno.
Watch for damage radius vs. power range. You can't want the
radius so large you can't get out of the way when it hits!
3.3.5 Direct Attack
Direct Attack affects the target instantaneously, without
going through the intermediate space. Think telekinetic
strike or curse or similar powers.
Direct Attack can do any sorts of damage, including acid,
radiation, and more. You can have a building between you and
the target and such. As long as you're in range, the attack
will work.
3.4 DEFENSE POWERS
There are two types of defense, active, and passive. This is
separate from resistance.
3.4.1 Active Defense
Active defense is like an energy shield, and it must be
activated, and usually consumes energy. Depending on the
type you get, it may have limited duration, arc, or protect
against different types of attacks.
Some can move with you, while others require you to stay
still.
3.4.2 Passive Defense
Passive defense is always active, but obviously somewhat
less effective. Most of them increase resistances, while
others do automatic deflect or absorb.
3.5 CUSTOM HERO TIPS
The first thing to learn: every attack can be countered.
It is not possible to design a single all-around hero that
will beat everybody. If you spend that much CP on a single
hero, you can use that much CP to create multiple separate
heroes that specialize in different areas, and thus
complement each other and many times as difficult to take
out!
Here are some tips for creating memorable superheroes that
can stand up to the challenge.
3.5.1 Have a Zero-energy attack
You need a zero-energy attack, probably melee, so you can
fight even when you're out of energy.
3.5.2 Combinations rule
A pure melee or pure beam or pure projectile hero is never
as good as one that can do multiple things. Batman was cool
because he can do many different things. He can fly (sort
of), he has all those gadgets (projectile weapons), and he
can even do melee. Superman is similar: he can fly, he has
heat vision, x-ray vision, super strength...
A one-dimensional hero can be beat easily by exploiting the
weakness. A multi-dimensional hero is MUCH harder to beat.
On the other hand, that's why you have a GROUP of heroes.
3.5.3 Give hero a vulnerability for fun
Remember the movie "Unbreakable"? All heroes should have a
weakness. Having a weakness for each hero makes the hero far
more believable.
Remember in FF heroes never act alone except in certain
situations. You can always have someone else cover the
weakness.
3.5.4 Melee character needs speed
Melee requires closing to point-blank range. If you can't
get into range you can't hit them, while those with beam
weapons and projectile weapons can hit you.
You need at least a speed 7, and high agility (at least 7).
High agility will help you avoid a lot of the attacks.
Pick high-speed melee attack. You also want high knockback
or high stun so you can get in more hits. Piercing is better
than crushing as less people are resistant to piercing.
3.5.5 Optimal: Three attacks
In general, your heroes should have three attacks:
Zero-energy melee attack for close range
Medium-energy melee attack for area/arc attack against
groups
Medium-energy ranged attack to wear down the enemy before
they get into range, preferably with stun or knockback.
Chain or spawn are nice but not required.
3.5.6 Melee: Knockback is very important
If you can get into range, a melee fighter with very-fast
high-knockback melee attack is nearly unstoppable.
A Manbull (Pan's minion) is an excellent example of such
design. A Manbull doesn't do much damage, but it can get an
attack off before most heroes. If it knocks you down, it'll
keep knocking you down. It is also very fast that you can't
get away unless you fly or jump to higher floor or similar
things.
Such a fighter CAN be defeated with distance or direct
attack, or mystical attack.
3.5.7 Flying heroes need LOTS of energy
Consider taking the attribute that gives you twice recharge
rate but half the total energy. Then scale your attack so
you can fire those shots almost continuously WHILE FLYING.
Knockback is nice. Add an attack that can take out a whole
area.
3.5.8 Team should have at least one flier
The flier is a great scout, and can be immune to a LOT of
attacks, esp. melee, and thus can complement a lot of
attacks.
3.6 MELEE HERO: JOHNNY "KIDNEY" STONE
I resolved to build a hero for under 10000 prestige, and
here's a pretty good one based on the Belted Male mesh.
Hokey story: Johnny Stone was in a doctor's office being
checked for acid reflux and kidney stone when energy X hit
him through the window of the office... His body was turned
into stone-type (Tough Guy). He was used to the pain (Shake
It Off). He got the ability to generate large amount of acid
to burn a particular target (Acid Reflux). However, his
hands are not longer quite as nimble, so he can't wield
objects (clumsy). Still, his hitting power is at least as
good as before.
Body type: Stone
STR 7 / SPD 7 / AGL 7 / END 5 / ENG 4
ATTRB: Clumsy / Tough Guy / Shake It Off
Clumsy means he can't wield or pick up objects. Tough Guy
and Shake It Off makes him last longer in combat.
Power 1: Pass the Stone / Melee / Type Crushing / Mag Low /
Energy none / Stun None / Knock back High / Swiftness Very
Fast / No arc / Level 5
This one is the primary attack, with no energy expenditure.
The heavy knockback keep the enemy off their feet and
impossible to fight back. Usually, the enemy flies into the
air, and he chases after the enemy. When the enemy falls to
earth, the enemy gets hit again before he can get up and
fight back...
Power 2: Acid Reflux / Direct / Type Acid / Mag Medium /
Energy Medium / Stun None / Knockback None / Range Far /
Level 5
This is the attack for those minions who want to fly away,
or fight from a distance. The long acid range keeps Johnny
out of danger, and perhaps out of line-of-sight.
In melee, this guy is only vulnerable to Pan's hypnosis
(occasionally), Mechman (those guys cannot be knocked back),
and Timemaster (a lot of various different attacks). He has
enough speed to get into range of almost any one and his
fast attack ensures he gets the first blow off. Even against
Pan and Mechman he can use his acid attacks and stays out of
range using his speed.
If you want to make him a "grow-able" hero, cut him down to
level 2 or 3 on both powers, and maybe add a melee attack
that has 90 or 180 degree arc. He doesn't need jumper or
flier as he can attack any one nearby with Acid Reflux, even
without line of sight.
3.7 FLYING HERO: PASCAL "GASBAG" THOMAS
To be completed.
4 Your Heroes
The heroes are listed in roughly their order of appearance.
4.1 MINUTEMAN
Attributes - Jumper, Disciplined, Heroic, Extra Heroic
Power 1 : Patriotism: Smash, Strike for Freedom, Vanquish,
Patriot Whirl
Power 2 : Vigilance: National Guard, Eternal Vigilance,
Minute Missile, Rally the Troops
Minuteman is strong, fast running, and jumps high. He can
get into range of enemies faster than most heroes (except
maybe Bullet). He has very high strength that allows him to
pickup objects of under 2000 pounds (light trucks and
lighter) and throw them. On smaller maps, he can throw items
across the map. With heavy objects, he can do quite a bit of
damage at long range by throwing.
Minuteman can pick up lightpoles and traffic lights and does
smack downs. This increases his "reach" somewhat.
Minuteman however, is also slow in attack, and lacks area
and ranged attack capability. Minuteman can do a LOT of
damage if he hits, but Minuteman is unlikely to get off the
first shot.
Vanquish, while powerful (like double-smash), can quickly
exhaust his energy store. Switch between Smash and Vanquish
as needed.
Minuteman's Minute Missile is good to stun multiple
opponents, but doesn't seem to work on tougher opponents.
Don't bother using it on later missions.
Minuteman is susceptible to progressive damage like Rad and
Acid. If teamed with Microwave or The Ant, don't attack the
same target. If attacking Deja Vu, go for knockouts
immediately as you can't afford to have him irradiate you
with his pistol over and over again.
Minuteman has a hard time taking care of enemies that do
high knock-back damage. He can't get into range to get the
first strike off. When that happens, grab a light pole and
do smack downs, or run away and throw things.
Rally the Troops is nearly useless. I never use it.
4.2 MENTOR
Attributes - Disciplined, Unbeliever, Levitation
Power 1 / Mentalism: Instinct Dominance, Cortical
Suppression, Cerebral Balance, Mental Barrier
Power 2 / Alien Energy: Psychic Slash, Electron Beam,
Kinetic Barrier, Modulating Beam
Mentor has an extremely lousy melee attack (Psychic Slash).
Upgrade him to Electron Beam ASAP. Most of his damage is on
the mental side.
Mentor cannot fly. His levitation is a poor substitute. He
also has low strength that doesn't allow him to pickup and
throw things.
Instinct Dominance is useful to turn enemies on each other
if you can approach them without being seen. Cortical
suppression is useful to blank out enemies for attack by
other heroes, similar effect to a stun grenade but somewhat
longer lasting.
In general, Mentor should be left home. You can find someone
else who is more useful in more situations.
4.3 EL DIABLO
Attributes - Flier, Hot Headed
Power 1 : Swift Punch, Fire It Up, Flaming Fist, Absorb Heat
Power 2 : Tongues of Flame, Inferno, Ignition, Hellfire
El Diablo can fly, but his constitution is a bit lacking.
Try to upgrade his abilities ASAP as his default punch is a
bit weak. His tongues of flame is pretty good but you can
use up his power quickly due to random overpower of "hot
tempered" trait.
El Diablo can fly, which makes him a VERY good scout.
However, don't have him attack while flying. Flying
slows/stops energy regeneration.
Being the fastest guy, he can use his abilities to soften up
the enemy before the rest of your team gets there. He can
also attract attention of enemies and thus "save" civilians.
Use Inferno and Ignition on groups of enemies. Inferno
should be launched in the ground IN FRONT of the target
instead of AT the target. That way, if the shot misses, it
will still damage the target with splash effect instead of
causing collateral damage.
El Diablo has medium strength, which means he can do smack
down as well as throw some items.
El Diablo should NOT be use in direct combat unless you got
no one else to go to, at least until he gets "flaming fist".
Keep him in a distance using "tongue of flames". Keep him
near the Energy Canisters if there are some around. He uses
up his energy in a hurry.
Flaming Fist does quite a bit of damage. Use that in melee
unless you're out of energy.
El Diablo is extra vulnerable to the cold. He takes damage
even from those freezing rays.
4.4 MANBOT
Attributes - Ponderous, Unstable Energy, Grim Resolve, Flier
Power 1: Contain Energy, Wallop, Double Uppercut, Energize
Others
Power 2: Focus, Transfer, Disruption, Energy Leech, Release
Manbot is great as he absorbs almost all types of damage.
Later, when he gets "transfer", he can pass on a lot of that
energy to people who need it, like El Diablo. It's almost
impossible to knock Manbot out.
Manbot has extremely slow speed and attacks initially. Even
his force beam (focus) is slow. At least it does decent
damage. You may want to consider spending ALL your CPs on
attributes until you get "Flier". That would negate a lot of
his weaknesses.
Manbot's unstable energy attribute is actually useful
sometimes. In melee range, that unstable energy "explosion"
can do quite a bit of damage. Just make sure keep your guys
out of the way when he does "blow". Later, he can do that on
demand using "release".
4.5 BLACKBIRD (HIRABLE)
Attributes - Rapid Metabolism, Flier, Level Headed
Power 1: Piercing Peck, Fluttering Feathers, Blinding
Scratch
Power 2: Seeking Beam, Sonic Wing, Call of Confusion
Blackbird can be useful to soften up the group of attackers
for the rest of your team to attack. However, she doesn't do
that much damage. Attacks like Blinding Scratch or Call of
Confusion makes enemies more vulnerable to your attacks.
I'd probably save up the PP for Man O'War or Bullet instead.
4.6 ALCHEMISS
Attributes - Timid, Level Headed, Levitate
Power 1 / Sorcery - Smite the Wicked, Arcane Bolt,
Repulsion, Vengence Curse, Arms of the Goddess
Power 2/ Dimensional Summoning - Alteration, Blessed Aegis,
Aloft, Purgatory
Alchemiss is the only one that can close portals. So keep
her out of primary combat.
Arcane Bolt is a decent ranged attack, but not that good.
Repulsion is good to keep enemies out of melee range. Bounce
enemies into walls and such can do more damage than you
think.
Alteration can be useful if one of your heroes is taking
progressive damage, though the random state can be a
problem, as not all states are beneficial to you! Hypnotized
(turns hero to enemy side) can be bad...
Note: Seems to have a secret crush on Manbot.
4.7 MAN O' WAR (HIRABLE)
Attributes - Charged, Cold Blooded, Flier
Power 1 / Call the Storm: Electric Arc, Storm Bolt, Magnetic
Harbor, Kraken's Scales, Ball Lightning
Power 2 / Control the Waves: Pressure Punch, Bermuda
Triangle, Water Jet, Whirpool
Man O'War is, by some accounts, one of the heroes you SHOULD
hire. He is resistant to electrical attacks, which makes him
useful early on against Darkmen.
Man O'War's Storm Bolts do a LOT of damage esp. on enemies
that is vulnerable to electrical attacks. Storm Bolts can
even stun, making the enemies more vulnerable to subsequent
shots.
Water Jet is useful to do "knockbacks" to keep the enemy
down and thus unable to attack you.
Flier makes him FAST...
4.8 SEA URCHIN (HIRABLE)
Attributes - Charged, Neutralize, Nimble, Flier
Power 1 / Dolphin's Child: Snap Kick, Sonic Shriek, Riptide,
Power Null
Power 2 / Bubbles: Bubble Swarm, Bubble Shell, Current
Bounce, Bubble Gum
Sea Urchin has too little HP to be useful. The attacks are
decent, but she can't take any hits.
4.9 THE ANT
Attributes - Heavy Lifter, Wall Climbing, Nimble
Power 1 / Soldier Ant: Thorax Punch, Acid Bomb, Pincher
Punch, Metabolize, Mandible Assault
Power 2 / Worker Ant: Burrow, Shove, Tunnel Travel,
Ultrasonic Squeal, Ant Swarm
The Ant was once under control of The Shadow, but he's since
been a powerful member of Freedom Force.
The Ant's Acid Bomb is probably his best, if he hits, and
the range is quite low. Aim for the ground like a grenade
and watch for the bounce.
His Thorax punch is weak initially, but when upgraded it can
be quite powerful. The Pincher Punch also gets better.
The Ant can also throw things, including 2200 lb rocks and
trucks.
Shove is semi-useful if done at high altitudes (knock them
right off the building), and in the final levels. If you are
fighting in limited space (esp. final missions), shove can
be VERY useful.
4.10 LIBERTY LAD
Attributes - Nimble, Jumper, Danger Sense
Power 1/ Rumbling: The Ol' One Two, Schoolyard Taunt,
Flipkick, Tumble, Throw Voice
Power 2 / Molecular Control: Stun Grenade, Energy Grenade,
Proximity Grenade, Molecular Excitation
Liberty Lad was Nick, leader of the fan club. After a
transfusion from Minuteman, he gets extra powers too.
Liberty Lad is very similar to Minuteman, except for much
better projectile fire, like the stun and energy grenades,
and (much) less hit points.
The grenades are very hard to use as they bounce quite a
bit. However, a good hit can stun or damage a group of
enemies. Energy grenade can also be bounced around corners
to take out enemies there. The range is better than some
beam weapons.
Proximity Grenades can work if you plant a whole bunch of
them, say, around a corner or across an intersection, but
you need a whole bunch of them to do a lot of damage.
Liberty Lad's melee attacks aren't that bad, but aren't that
good either.
I never got molecular excitation. I imagine it would be
similar to El Diablo's Ignition.
SPOILER: in Mr. Mechanical's Lair, Nick's grenades are very
useful when launched from upper level.
One possibility is combine with El Diablo's Inferno. Stun
them with stun grenades, then hit them with group area
attacks.
4.11 LAW & ORDER (HIRABLE)
Law / Attributes - Blind, Danger Sense
Power 1 / Justice: Justice, Thrust, Slash, Trouncing
Power 2 / Balance: Transform, Mercy, Harmony, Commuted
Sentence, Balance
Order / Attributes -- Berserker, Jumper
Power 1 / Punishment: Punishment, Hammer Crush, Quake,
Hammer Carnage
Power 2 / Fury: Transform, Blind Justice, Condemnation,
Order in the Court
Law and Order is an interesting combo, as you could swap
between them using the Transform power. They arrive a bit
late to allow you to train them fully, unless you take them
on almost every mission.
Law is fast and mainly defensive. Balance can be used to
transfer a bit of HP over to the other side.
Order is a true offensive powerhouse, but relatively slow.
Order in the Court is a decent "stun" move.
4.12 MICROWAVE
Attributes - Cybernetic Brain, Radioactive
Power 1 / Beam Projection: Microwave Beam, Rad Bolts,
Irradiate, Meltdown
Power 2 / Materialization: Interference, Displace Image,
Teleport Self, Genetic Damage, Clone Self
Microwave is one of the robots sent from the future to
destroy Freedom Force. Mentor was able to reprogram it to
serve the force of good.
Microwave is quite slow, and does not fly. Keep him on
defense, use his "microwave beam" as your primary weapon
until you get "irradiate".
Microwave mainly does radiation damage, which almost
everybody is vulnerable to. Rad Bolts are pretty nasty, as
is Irradiate. However, Rad Bolt has low range and shoots off
3 bolts, so it's only useful if you want to damage a bunch
of enemies at once.
Genetic Damage can reduce resistance on the hard boss you
can't take down. Use it when you run into someone like
Pinstripe or similar bosses.
Teleport can be used to get out of tough situations, and
clone self makes for an interesting fight.
4.13 IRON OX (HIRABLE)
Attributes - Armored, Jumper, Grim Resolve, Disciplined
Power 1: Biff, Haymaker, Fancy Footwork
Power 2: Jab, Sunday Punch, Iron Jaw
Iron Ox is your typical melee character... Think "slower"
and "tougher" Minuteman and you got Iron Ox with better
agility.
Lack of even ANY ranged attack makes Iron Ox a rather... ho-
hum character to play. Only 3 powers per group means the
growth room is rather... limited. At least he can jump.
However, he has a hard time chasing down flying shooters...
4.14 BULLET (HIRABLE)
Attributes - Rapid Metabolism, Fast Healing, Solid Skeleton
Power 1 / Fists of Fury: One-Shot Punch, Fist Flurry, Fist
Fusillade, Speeding Bullet
Power 2 / Speeding Bullet: Sprint, Whirlwind, Hyper Spin,
Energize, Electrify
Bullet, with his high speed, can easily defeat 3 or more
enemies, esp. when he gets Fast Healing. Solid Skeleton
makes him more resistant to damage.
Sprint is useful if you have to room to bounce the enemy
off. The Punch is also quite useful as it has occasional
knockback that allows him to hit, move to the fallen enemy,
and punch again before the target can get up.
Sprint can be used to dodge beam or projectile attacks. Just
use it sparingly as it does take quite a bit of energy.
Whirlwind is a good attack as it is "chained". Use it on a
group of nasties and they will take damage in turn. When
used against thugs or such weak enemies, the Whirlwind
scores knockouts as it can do 15-25 damage.
Bullet is strong enough to pick up light poles for
smackdowns. This causes 100% knockback, so do try to use
this as much as possible.
Remember the AI is fixed on the first target it sees, even
if they can't catch up to it. So if you send Bullet in and
have him attract attention of multiple enemies, he can keep
them busy chasing him while your team pummels the rest of
them.
4.15 SUPERCOLLIDER (HIRABLE)
Attributes - Weak Minded, Solid Skeleton, Armored
Power 1: Wham, Headbutt, Slam
Power 2: Shrug Off, Proton Shield, Roaring Doom
Supercollider is fast, extremely tough, though weak-minded,
which means mystical attacks will usually succeed. On the
other hand, he does so much damage you will WANT to use him.
One hit from him will probably take out the target. Even
those supervillains only take a couple of hits to take out
with Supercollider.
Supercollider has good agility, which means he can dodge
quite a few attacks.
For example, Wham can do 50-80 against Alien Warriors and
Sergeants, about 50 against Praetor or even Lord Dominion.
Supercollider should NOT be brought to battles where the
enemy can hypnotize (like fighting Pan). If he is hypnotized
he can decimate your team.
[Revised] Supercollider is not that vulnerable to knockback
as I first thought. Still his lack of ranged attacks means
you have to get close. This can be a problem if you fight a
lot of the long-range fighters... On the other hand,
Supercollider is fast enough that fighting long-range
attackers is not that much of a problem.
[Anecdote] Once, I was playing Danger Room, "We come in
peace", very easy. Supercollider takes minimal damage from
the alien weapons, rarely if ever gets knocked down by the
plasma charge, and so on. I got all the way up to wave 14
without using the heroic deed before the game froze on me. I
have no doubt I would have made it to at least level 20 if
not more.
4.16 EVE
Attributes - Beautiful, Crack Shot, Temperature Control
Power 1 / Archery: Arrow, Living Arrow, Acid Arrow, Swarm of
Arrows
Power 2 / Nature's Glory: Nature's Kiss, Swarm of Leaves,
Binding Vines, Empathy
Eve arrived in the middle of the park taking care of goons.
Eve's problem is she arrives a bit late to be properly
"grown".
The arrows are great. They are very useful to take out
enemies who fly away as soon as you get close enough. Having
Crackshot means she rarely misses.
The Acid Arrows are great also as it deals progressive
damage, but tend to miss more often than normal arrows.
Binding Vines can be useful to take one enemy out of the
fight temporarily so she can take out another.
Eve's constitution and protection is a bit on the weak side.
Don't let her fight melee. She's the one to shoot enemies
down from long-range.
5 Villains and Their Minions
With this chapter, you will know what the villains and
minions are capable of. Pick the heroes that are best suited
for the fight, or create one that complements the team you
want.
5.1 O'CONNOR GROUP
The O'Connor Group is pretty simple, just thugs. Of course,
you are pretty weak in the beginning as well.
5.1.1 Thugs with Bats
Thugs with bats are not too tough. It's best to take them
from behind with thrown objects like cars and rocks and
such. In melee they can stun you and if they have a group,
you'll be stunned continuously, which is bad. Use knockback
attacks to keep them away.
5.1.2 Thugs with Pistols
Pistols don't do much damage, but they are annoying. They
can also melee with their blackjacks.
Take them out with explosives would be best, or thrown
objects.
5.1.3 O'Connor
O'Connor has a gun and a decent punch, though he's not that
hard to take down in melee.
[Spoiler] The main problem is his minions (he has a couple
thugs with guns near him) and that little trap he had
prepared...
5.2 ZHUKOV GROUP
5.2.1 Traitor with Bats
Same as thug with bat.
5.2.2 Traitor with Pistols
Same as thug with pistol.
5.2.3 Traitorous Grenadier
The grenades have large blast area, so stay away, esp. from
anything else that can blow up (cars, tanks, barrels, etc.).
The traitor also gets a bat as backup. They tend to stay on
rooftops. Get in close and take them out.
Minuteman can do them easily, esp. with thrown objects like
water tanks and such. Be careful not to stand near impact
zones, esp. with explosive material around.
5.2.4 Zhukov
His gun and his punch isn't that bad. Still, when you get
close you can take him easily.
5.3 NUCLEAR WINTER GROUP
5.3.1 Ice Trooper
Armed with an ice gun and a freezing ray, Ice Trooper is
more annoying than deadly unless you are susceptible to cold
like El Diablo. Get in close and hit them hard, or hit them
from a distance with thrown objects.
5.3.2 Ice Warrior
Ice Warrior is far more dangerous. That ice ray has serious
knock-back and does 6-10 pts of damage. It also prevents you
from get in close and do melee damage. A group of them can
keep blasting you and wear you down and you never get close
enough to hit them. They also have enough HPs so one good
hit may not take one down.
To fight ice warriors, get as close as possible immediately,
like using heights then jump next to them, and immediately
start hitting. Use Minute Missile to stun the enemy is a
good way also. Another way is to use distance attacks like
thrown objects. A nicely packed snowball can knock out a guy
in one shot, so use those fuel barrels, explosives, etc.
5.3.3 Ice Queen
One of the most deadly threats to your heroes early on...
Ice Queen has good speed, climbing ability (so being on a
cliff won't help), and deadly melee attack (icicle slash)
that does damage in the TEENS. Early, on, a couple slashes
and your heroes are history.
Best way to fight ice queen is with a light pole or traffic
light, basically something with LONG reach. Continue
smacking. You can't miss with a pole. Works great against
groups also. Just make sure your pole lasts that long.
5.3.4 Nuclear Winter
Nuclear Winter has a "mind blank" move that does area
damage. He can also do freeze ray with bare hands and has a
good melee attack. Still, if you gang up on him you can take
him. He mainly has a lot of HPs.
5.4 PINSTRIPES GROUP
5.4.1 Gangster
Gangster fires the Tommy gun in burst of three. In close
range, they can be pretty bad.
5.4.2 Thugs with Pistols
Same as others...
5.4.3 Pinstripe
Pinstripe is a very tough customer. He has density control,
which means it's nearly impossible to hit him, while his
Tommy Gun does quite a bit of damage. Still, if you gang up
on him he will go down.
5.4.4 Crooked Cop
Same as regular cop, but on the other side.
5.5 DINO GROUP
5.5.1 Raptor
Regular raptor isn't that tough, but they bite pretty hard.
5.5.2 Wild Raptor
Better raptor, more attack.
5.5.3 Tough Raptor
Tougher hide, but still beatable.
5.5.4 T-Rex
The T-Rex has very tough hide and lots of HPs. It has stomp,
bite, AND claw.
Hope it gets stuck on something (like the gate) and then
gang up and beat it.
5.6 ANT GROUP
5.6.1 Worker Ant
Worker ants are black/blue and slightly smaller than the
soldier ants. They generally don't attack unless you get in
their way. They can throw things. If you get caught by a
thrown rock you are in a major world of hurt.
5.6.2 Soldier Ant
Soldier ants are red and larger. They have a nasty pincer
attack, and their acid spit is really nasty as it delivers
progressive damage. The soldier ants can climb also, so
being on a cliff/building won't help.
While underground, you should deal with the ants from long-
range with mushrooms as much as possible.
5.6.3 The Ant
The Ant is a pretty tough customer. He can hit pretty hard
with good knockback. His acid bomb is pretty nasty too and
does progressive damage.
Try to hit him from long range with the exploding mushrooms.
5.7 SHADOW GROUP
5.7.1 Blue Shadows
Nasty minions, they do electrical discharge and have
cloaking ability. Still, they are vulnerable to regular
attacks.
5.7.2 Purple Shadows
The purple shadows are worse... They can generate REMOTE
electrical attacks. They are weak physically, so attack them
directly. The main problem is they can cloak.
5.7.3 The Shadow
The way to defeat "The Shadow" is to destroy the four
pillars first, THEN hit her hard. If you don't do the
pillars first, she just pops back up, fully charged when she
gets down to nothing.
5.8 DEJA VU GROUP
Deja Vu's goons consist of clones of ordinary citizens and
police.
Those cloned cops can fly, and fires energy pistols. They
fly away if you get close, so they are quite nasty if you
don't have a long-distance shooter.
5.8.1 Tough bat thugs
The tough bat thugs are still bat thugs, but harder to put
down.
5.8.2 Tough gun thugs
The tough gun thugs shoot energy pistols and have more HPs.
5.8.3 Cloned Police
The cloned cops can actually fly, and fires energy pistols.
Use long-range firepower like Eve's arrows at them. (Use
Continuous fire to minimize micromanagement!) You can wait
until they land, THEN hit them or you can use thrown
objects.
5.8.4 Male Civilian (Cloned)
Cloned Male Civilian will explode if you get too close. Talk
to him to trigger, then run away immediately.
You can hit them from afar, thus trigger them from afar.
If you put them in stasis THEN hit them they won't explode.
5.8.5 Female Civilian (Cloned)
Cloned Female Civilian will do an area "energy drain" attack
if you get too close. Otherwise, they are vulnerable to
melee attacks.
5.8.6 Cloned Minuteman
Cloned Minuteman is just like Minuteman except he's evil and
slightly weaker. He has the same attacks and such.
5.8.7 Deja Vu Clones
The clones of Deja is a bit weaker than himself
5.8.8 Deja Vu
The honcho himself, he can be quite annoying as he keeps
making clones of himself. He also has a radiation pistol
that'll irradiate you if he doesn't keep cloning or run
away.
5.9 MR. MECHANICAL GROUP
Mr. Mechanical makes, you guessed it, giant robots.
5.9.1 Mech Man
These are yellow and pack a good punch. Try to hit them from
a distance. Microwave's Microwave beam or Diablo's Tongue of
Flame works fine. They cannot be knocked off their feet.
5.9.2 Flame Mech
These are red, somewhat larger than Mech Man, and come with
a flamethrower that shoots a ball of flame. It can do quite
a bit of damage if you get too close. They cannot be knocked
off their feet.
5.9.3 Turret
Turret fires an energy burst that does quite a bit of damage
but takes a while to recharge.
The turret can usually be disabled with access to a terminal
nearby. Look for cables leading from the turret to a control
console. Access that console and the turret comes over to
your side.
Turret has very limited range. If you are fast, you can
access the terminal before it gets off a shot. It is quite
hardy and takes quite a bit of damage to destroy.
5.9.4 Mr. Mechanical
The blue mech Mr. Mechanical controls is an extra large
version of the mechs, and has a couple extra tricks:
earthquake and stomp. Earthquake can cause minor damage to
all enemies nearby, while stomp causes a LOT of damage if
you get cause under its feet.
To combat Mr. Mechanical, ranged attack is preferred. Melee
is not good at all unless it is concentrating on some other
building.
Mr. Mechanical is also more vulnerable to electrical
attacks, making Man O' War the best person to attack from a
distance.
5.10 ALIENS GROUP
5.10.1 Alien Warrior
The alien warrior has a nasty beam weapon that can do a bit
of damage if you're not protected well. Alien warrior also
has decent speed to run away from slow targets like Manbot.
You need decent speed to get to one.
Good thing that Alien Warrior doesn't really have that many
HPs.
5.10.2 Alien Sergeant
Alien Sergeant can fly, which means you will have a hard
time getting into his melee range.
Alien Sergeant fires an explosive shot that does quite a bit
of damage and knocks the target off their feet, similar to
El Diablo's Inferno but somewhat less powerful.
Alien Sergeants are slightly harder to take down, but not
that much tougher.
5.10.3 Praetor
Praetor has a LOT of HPs, but otherwise is still the same as
alien warrior.
5.10.4 Lord Dominion
Lord Dominion is basically an alien warrior with extra HPs.
He is not that difficult to take down. LD is similar to
Praetor in HPs.
5.11 PAN GROUP
5.11.1 Green Sylph
Green Sylph doesn't do that much physical attack. Sylph
mainly ties you down for others to pound.
Green Sylphs can morph into trees, and that makes them hard
to detect. They can suddenly freeze one or more of your team
members. If you got frozen for no reason, look for trees
that aren't supposed to be there. Also, they only morph to a
particular type of trees. Just run into range and they
usually turn back into Sylphs immediately.
Green Sylphs appear from temples, so destroying temples can
prevent enemies from appearing. Approach the temples from
behind to avoid triggering more beam-ins.
5.11.2 Red Sylph
The Red Sylph fires a burning spear that explodes on
contact, and that can be pretty nasty. Use ranged attacks or
get close ASAP.
5.11.3 Man-bull
Mainly physical attacks... Low visual range. Attack it from
a distance and it won't even fight back. Liberty Lad's
energy grenades are good for this.
Man-Bull, in Pan's lair, can burst out of walls from hidden
rooms. Use a guy who can't be knocked back or a fast guy who
can pass the trigger point quickly to prevent from being
crushed by a charging man-bull. Does BIG knockbacks. VERY
fast.
5.11.4 Silver Sylph
Tougher attack, morph into stone... Can be pretty hard to
beat. Makes electrical attacks.
5.11.5 Wall Carving
These wall carvings spit fire. You can take them out from
long range with Microwave's microwave beam, or Liberty Lad's
energy grenades.
5.11.6 Pan
Pan himself has some nasty attacks, including hypnotize
(even works on Microwave?), stun, electrical attacks like
Silver Sylph, some nasty kicks, and so on . He has a decent
amount of hit points.
5.12 TIMEMASTER GROUP
Timemaster, your final nemesis, relies on a lot of enemies
from the past, as well as his "temporal twins". I've
included Microwave here as you'll see more of them.
5.12.1 Microwave
Microwave's "brothers" are not that difficult to beat. They
tend NOT to use Interference melee attack, but relies on
Microwave beam and teleport. If you keep chasing them they
will use up all their energy teleporting away, then you have
them beat as they keep stunning themselves.
5.12.2 Time Twin
Time Twin doesn't have that many HPs, and is not that hard
to beat. There are three different types of them, actually.
Some do radiation, some do beam/heat, and so on.
5.12.3 Timemaster
Initially Timemaster himself is invulnerable. You need to
destroy the 3 restraints holding Manbot, THEN destroy the 3
"clocks". THEN Timemaster becomes vulnerable. His "stomp" is
pretty nasty. Use ranged attacks if possible.
Timemaster has a LOT of different attacks.
6 Campaign Walkthru
Abbreviations: pp = prestige points, XP = experience points,
HP = hit points, EP = energy points.
6.1 CAME A HERO!
Primary Objective: Catch O'Conner (80 prestige points)
Secondary Objective: Rescue the victim from the muggers (20
pp)
Villains and Minions: 18 Thugs with bats (5pp each), 9 Thugs
with pistols (10 pp each), O'Connor (20 pp), 1 Gangster ?
(?? pp)
Canisters: Green (XP) near the two gunmen protecting
O'Conner
Total prestige possible: 410
If you have played the demo, you should be quite familiar
with this level.
It's best to follow the yellow arrows and clean out the
entire park before you embark on the quest to locate
O'Connor. That way you do the secondary objective and earn
more prestige. Explore every inch of the park before heading
into town.
This is essentially a tutorial level, so you get a LOT of
explanations on how to proceed. Follow the instructions and
take care of the villains without hurting any civilians.
Rescue civilians from the minions when you can.
Use the cars and light poles as you see fit to help you
combat the minions. Use the rooftop items as long-range
artillery.
WARNING: Beware of cars. With V1.1 the cars won't run you
over continuously, but it's still 4 HPs you should not have
lost per hit. Wait until the traffic clears before crossing
the street. If you don't have the patch, the cars can kill
your heroes before they get into range of the bad guys!
Clean out the minions around the O'Connor's suspect building
and a block around it before heading in.
SPOILER: when you get to the O'Connor building with the
pistol thug on the roof, use Strike for Freedom to knock him
off the roof. Then you don't have to worry about the
building collapsing and you taking damage. Otherwise, you
have to be quick to jump off before it collapses beneath
you.
SPOILER: Try NOT to interrogate the K/O'ed thug until the
area is clear. If the building comes down with civilians
around and they get K/O'ed, it's your fault!
When you find O'Connor, knock him flat. Interrogate him and
the level is done.
SPOILER: For more points, knock O'Connor flat, then search
the area for remaining minions. You may find a Gangster with
the XP canister near him.
Additional notes:
"Edward Liu" adds that it is possible to catch O'Connor
BEFORE that trap building collapses, thus saving you that -
20 prestige penalty.
6.2 STRANGE VISITORS (PART 1)
Primary Objective: Catch Sukhov (80pp), Talk to the stranger
(40pp), Use Mentor to talk to the thug (20pp)
Secondary Objective: Knock out all the thugs (20pp), Don't
alert the guards (80pp)
Minions: 12 Traitors with bats (7pp each), 13 Traitors with
guns (12pp each), more depending on if you triggered the
guards
Canisters: Prestige (Yellow) canister hidden in one of the
trucks
Total prestige possible: 580 pp or so (depending on how many
gunmen did you trigger)
Travel by rooftops in this mission to remain undetected,
which should give you more prestige than knocking out all
the guards. It is almost impossible to do both. As stealth
is worth more, try to follow that.
If the guards are alerted, more Traitors with guns than the
original 13 will appear from the guardhouses. Each
guardhouse should produce 3-4 more gunmen.
The object of this level is to reach the parking lot on the
far top of the map. The enemies won't appear until you get
there. You can only get about 3/4 of the way on rooftops.
The rest will depend on how can you prevent the "guards"
from reaching their local "guardhouse".
Grab some of those fuel canisters and use them as long-range
artillery. Use them on groups you cannot bypass. Go after
the pistol guys first as they would raise the alarm.
Once you got there, you spot Zhukov next to the truck. You
approach...
[Cinematic] It's a trap! A whole BUNCH of Traitors with bats
come out and surround you as Zhukov runs away. Mentor
reveals himself and blanks all the Traitors.
Use area attack (Strike for Freedom) ASAP and clean out the
area while the enemies are "blanked". Once you clean out the
area you're safe.
Additional notes:
"The Old Mixer" recommends that you sneak up on the
guardhouses without being seen by the thugs, then bash the
guardhouses. They can't raise the alarm without the
guardhouse.
"Edward Liu" has an even more ingenious suggestion...
Destroy the alarm itself! If you can sneak up on the
guardhouse, you can target the alarm itself and bash it.
6.3 STRANGE VISITORS (PART 2)
Primary Objective: Catch Suhkov (80pp)
Secondary Objective: Knock out all the thugs (20pp)
Minions : 4 Traitors with bats (7pp each), 6 Traitors with
grenades (10pp each), 14 Traitors with guns (12pp each)
Canisters: None?
Approach the corner with both and wait around the corner.
Use Mentor's instinct stimulation to make the traitors fight
each other. They'll do that instead of coming after you.
Once they are mostly out, have Minuteman jump up and clean
out the first rooftop of the grenade guys, then use thrown
objects and jumping to clean out subsequent rooftops of more
grenade guys. There are a couple crates of TNT you can use
though you'll need to throw them pretty hard to make them go
boom.
Clean out the surrounding area of enemies using those TNT
crates and such.
Sukhov is on the far side of the map in the building area.
Knock him out to finish. Use those explosive crates.
[Cinematic] Sukhov got frozen in liquid nitrogen as he
attempts to escape. Mentor leads you away...
6.4 SKATING ON THIN ICE (PART 1)
Primary Objective: Find out why the park is frozen (40pp),
Break the man out of the ice (20pp), Save the civilians
frozen in ice by breaking them out of it (40pp), Knock out
the Ice Queen! Don't let her get away! (60pp)
Secondary Objective: Rescue the woman from the muggers
(20pp)
Villains and Minions: Ice Queen (40pp), 16 Ice troopers (20
pp each), Traitor with bat (7pp), Traitorous Grenadier
(10pp), Traitor with gun (12pp), 6 Thugs with bats (5pp
each)
Canisters: ??
As you approach the edge of the park, you should hear some
vandals (thugs) discussing how to vandalize the car. Take
them out for a little bonus.
Take out these Ice Troopers (with freezing ray and ice gun),
then rescue the various civilians around the park. The red
arrows will lead you to them, and they are all over the
park. There's usually an Ice Trooper or two near each
cluster.
By the time you made it through the whole park, you would
have found Nuclear Winter (Zhukov transformed).
[Cinematic] Both Minuteman and Mentor got frozen!
6.5 SKATING ON THIN ICE (PART 2)
[Cinematic] El Diablo makes his appearance...
Primary Objective: Find and free Minuteman (40pp), Find and
free Mentor (40pp), El Diablo must not fall (60pp), Destroy
the pump house (40pp), Defeat the Ice Queen so you can
interrogate her (80pp)
Secondary Objective: Save the couple from the Ice Queen
(20pp)
Minions: 4 Ice Queens (40pp each), 17 Ice troopers (20pp
each)
Canisters: Green (XP) inside of a trashcan in the park. You
may need to talk to the couple first for it to appear. You
must destroy the trashcan to get the canister. Canister may
not always be in the same trashcan.
It's up to El Diablo to save the day. El Diablo can fly, so
use it to scout the park, then locate Minuteman and Mentor,
while rescuing all the frozen civilians. Take out the thugs
and such.
Remember to pick up a light pole against the Ice Queens.
Have Minuteman do that also.
When both Minuteman and Mentor are free, destroy the pump
house.
A couple more Ice Queens will attack. Take the lamp posts
and beat them silly, then you can find out where did Nuclear
Winter go...
[Cinematic] Nuclear Winter is locating a nuclear warhead...
From the carrier in town.
6.6 A NUCLEAR WINTER (PART 1)
Primary Objective: Defeat all the cold warriors and find out
where Nuclear Winter is going (60p)
Secondary Objective: Defeat all of Nuclear Winter's minions
(20pp)
Minions: 3 Ice Queens (40pp each), 15 Ice troopers (20pp
each), 4 Turrets (15pp each)
Canisters: Several, mostly energy, some on ice others on
carrier itself
[Cinematic] Your team arrives, and Nuclear Winter makes his
escape from the carrier... You must beat the minions and
locate one that knows where Nuclear Winter is going...
You start on the bow of the carrier. 3 Ice Troopers will
rush you and it's no fun being frozen. Get moving and bash
them. Retreat ASAP as there's an Ice Trooper acting as
sniper on top of "island". There are also more minions on
either side of the carrier on the ice. You can hunt them
down for more PP's.
Use those barrels of fuel as explosives and long-range
firepower. Those turrets can do you a world of hurt if you
get too close. Use the barrels on them. Takes 3-4 to take
out each turret.
Jump to the ice floe below to locate more Nuclear Winter's
minions.
Wipe out everybody and the last enemy needs to be
interrogated...
[Cinamatic] Nuclear Winter is getting away... But you know
where he's going...
6.7 A NUCLEAR WINTER (PART 2)
Primary Objective: Track Nuclear Winter by following the
directions of a mysterious stranger (60pp)
Secondary Objective: none really
Minions: 8 Ice Queens (40pp each), 7 Frost warriors (40pp
each), 19 Ice troopers (20pp each)
Canisters: There's quite a few, including one life canister
This one can be tough as you need to be VERY methodical
moving in. Use snowballs and explosive barrels carefully.
You want to take enemies out in a group as much as possible,
from as long range as possible. Try NOT to engage in melee
as there are no light poles and such around for you to do
smack-downs.
Explore to either side of that "canyon", as you'll find ice
warriors and ice troopers in groups. Use El Diablo's flying
ability as a scouting tool.
Move up slowly, taking out one set of enemies at a time,
clear the entire map from your location to either side, and
you'll eventually find Man-bot, who will join you for the
final assault on Nuclear Winter...
6.8 A NUCLEAR WINTER (PART 3)
Primary Objective: Don't let Minuteman fall. This is
personal! (60pp), Bring Nuclear Winter to justice (40pp),
Minuteman must disarm the bomb before it explodes (80pp)
Secondary Objective: none
Minions: 3 Ice Queens (40pp each), 5 Ice Queens (50pp each),
7 Frost warriors (40pp each), 14 Ice troopers (20pp each),
Nuclear Winter (200pp)
Canisters: lots, at least one life in the pile of snowballs,
others scattered all over
[Cinematic] Nuclear Winter's truck with the nuclear warhead
crashed...
You start next to the piers. Take out the two Ice Troopers
to the left. Then head right instead to take out the
troopers harassing the civilians on the street.
Watch Minuteman's health carefully. Don't let him get into
serious combat. Minuteman should be using smack-down and
thrown objects as much as possible.
Grab barrels of fuel as needed. Take out the two Ice Queens
at that pile of snowballs using a barrel (or two, have two
guys throw it simultaneously). Then use the crates and
whatnot to snipe at the guards that you can see. Have
Minuteman and El Diablo grab a lightpole each to defend.
Work your way left again, along the pier, use thrown objects
as much as possible first. Have Minuteman defend against Ice
Queens and Frost Warriors with smack-downs (pull a new light
pole if necessary). Work your way to edge of the map.
Retrace your steps back to the paved road on the other edge
of the map. Then head north and clean out opposition there.
You should be pretty close to wiping out all of the minions
except those guarding the cliff above Nuclear Winter.
Save the game, and see if you can use El Diablo in flying
mode to tease out those few defenders on the cliff without
getting too close to Nuclear Winter and trigger the final
encounter.
When you see him, throw all the barrels and such you got at
him from as long range as possible. Then drop all objects
and charge in.
[Cinematic] Nuclear Winter has started the bomb's count-
down! You have less than 60 seconds!
Send EVERYBODY to hit Nuclear Winter in melee, while
Minuteman need to head straight to the bomb. Click on the
bomb once, and Minuteman will try to smash the bomb once,
then kneel beside it and get to work. He needs at least 20
seconds of uninterrupted work, and you'll need to give him
that time. Hopefully by then Nuclear Winter should have gone
down. Else join in and smash him flat. And you win!
[Cinematic] Nuclear Winter has been captured and sent to
special prison.
6.9 IN THE NICK OF TIME (PART 1)
[Cinematics] Nick Craft, Freedom Force Fan Club President,
saw you guys on the case, and decided to tag along. He may
just get in the way though...
Primary Objective: Get to the bank and talk to police chief
(20pp), Bank must not be destroyed (40pp), Protect Nick
Craft from harm (60pp), Destroy the armored car (20pp),
Catch all the bank robbers escaping on foot (40pp)
Secondary Objective: Don't allow any part of the bank to
collapse (40pp)
*note: this means parts of the building, not that backwall.
*
Minions: 8 Thugs with bats (5pp each), 4 Thugs with guns
(12pp each)
Canisters: Green (xp) in the alleys at the bottom-most
block, Yellow (pp) in the alleys at the top-most block.
Player Characters: Man-bot, Mentor
This level is pretty easy, but it does separate your heroes
into separate actions, so they can't support each other.
Approach, and talk to police chief. Then send Man-bot in by
himself. He can take care of every threat there.
Have Mentor run around and grab the canisters. Nick Craft
will probably follow Mentor around.
Have Man-Bot use "focus" on the armored car, then on the
various "thugs with guns", or go melee. Mentor should chase
down the two thugs that came out the "backdoor" (send Man-
bot in when he can) and take care of the few reinforcements.
Mentor can use "blank mind" to escape, or "instinct
stimulate" to turn the baddies on each other.
6.10 IN THE NICK OF TIME (PART 2)
Primary Objective: Arrest the robbers at the Starlight
cinema (40pp), Protect Nick Craft from harm (60pp)
Secondary Objective: Nah
Baddies: Gangster (20pp), 4 Hitmen (15pp), 2 Thugs with bats
(5pp each), 3 Thugs with guns (12pp each)
Canisters: Green (xp) right in the middle of the map in the
alley.
Player Character: El Diablo
Move in slowly, around the edges of the map, and spiral in.
Beat one or two enemies at a time. When you take out the
Gangster, you've won this one.
6.11 IN THE NICK OF TIME (PART 3)
Primary Objective: Defeat Pinstripe before Nick Craft dies
(80pp), Check back on Nick! (60pp)
Secondary Objective:
Baddies: 3 Thugs with guns (12pp each)
Canisters: ??
Move in and take out a few thugs with guns. You see
Pinstripe... Nick takes a burst for Minuteman. Send
EVERYBODY in and hit Pinstripe with regular melee attack. He
is VERY resistant to attacks, so just gang up with
EVERYBODY.
After that, check on Nick...
[Cinematic] as Pinstripe gets away... Minuteman turns back
and saves Nick... Who's near death...
6.12 PREHISTORIC PANIC
Primary Objective: Protect Alchemiss until she can close the
portal (40pp), Find the portal (20pp), Defeat the raptors so
the portal can be closed! (60pp), Defeat the T-Rex (80pp)
Secondary Objective: Return the loot to the proper
authorities (20pp)
Baddies: 10 Raptors (20pp each), 7 Wild Raptors (30pp each),
8 Tough Raptors (35pp each), 5 Thugs with bats (5pp each), 5
Thugs with guns (12pp each), T-Rex (150pp)
Canisters: Green (xp) under a giant hamburger on top of a
building. Do not destroy the burger, or the canister will
disappear. Have El Diablo or another flier land on the
burger, then zoom in real close until you can see the
canister. Click on it, and the character will grab it from
underneath the burger. Yellow (pp) under a tree in the park,
towards the top of the map.
The city is big and you need to chase around a LOT of
raptors. At easier levels the raptors chase you. At tougher
levels you need to chase them, so bring fast people. Man-bot
just would NOT do at all.
Remember, you need Alchemiss to close the portal, so keep
her in the back or let someone else to make initial contact,
THEN send Alchemiss into the fray.
Basically, chase down all the raptors, all over the place.
Once you got most of them, when Alchemiss say it's enough to
close the portal, get Alchemiss to close the portal. The T-
Rex will come through. Take it out and you're done.
6.13 HERE TODAY, GONE FOREVER
Primary Objective: Investigate the source of the earthquakes
(20pp), Close the anthills and defeat the ants (80pp)
Secondary Objective: Prevent the ants from stealing more
than $50,000 worth of property (40pp)
Minions: Soldier ants (30pp each), Worker ants (10pp each)
Canisters: Green (xp) under a vent on top of a building with
a Fresh Coffee sign.
You technically don't need to fight the ants, just beat
those antihills into the ground to close them. Still, there
are a LOT of anthills, and you need to move quickly.
The acid damage done by ants can be really nasty. You'll be
using "Heroic Remedy" a lot. Those worker ants may throw
things at you. Those rocks can do some serious damage.
6.14 CITY OF DARKNESS
Primary Objective: Explore the caverns to find the source of
the ant menace (60pp), Man-bot must survive (60pp)
Secondary Objective: Break the cages to free the civilians
held prisoner (20pp)
Minions: 17 Soldier ants (30pp each), 13 Worker ants (10pp
each), 9 Blue Darkmen (30pp each)
Canisters: Green (xp) in the second city area behind a
building next to the cage. Yellow (pp) in the third city
area behind a building.
You come to a tunnel. You get three main problems... One,
the yellow mushrooms can be picked up and tossed as
explosives. If you hit them too hard, they go boom. If
there's several of them, they can chain react. Two, ants
spit acid, remember, and that's nasty too. Three, Darkmen
are nasty. They do area damage with electrical discharge.
Use explosive mushrooms on the ants and Darkmen as possible.
The Darkmen can cloak, which make them hard to hit.
Whenever the Ant pops up, hit him hard. Once explosive
mushroom should do it. When he's hurt bad he'll dig into the
ground and disappear. You'll need to beat him a couple
times.
Follow the tunnel through, pick up the yellow mushrooms as
possible. Use these to open the cave-ins that blocked the
end of each tunnel. Then go through and use those on ants
and the Darkmen in your way.
Cloaked Darkmen can still be hit if you're using explosive
stuff. They can't take hits, so one solid hit should drop
one.
When you beat Ant the last time, his Mistress comes out...
[Cinematic] Mistress orders Ant to kill everybody, and the
giant ants close in... But the Ant shakes off the mind-
control drug, and the Shadow and her minions disappeared...
6.15 WHERE SHADOWS FALL (PART 1)
Primary Objective: Corner Shadow in her lair! (40pp), The
Ant must not fall...This is personal (40pp)
Secondary Objective: none
Minions: 9 Blue Darkmen (30pp each), Purple Darkmen (35pp
each)
Canisters: Green (xp) in the back of the second city area,
up on a ledge.
Now that "The Ant" is on your side, you get no more giant
ants. However, Darkmen are pretty nasty also.
Follow the tunnels and such around. Take out any Darkmen you
see at long-range with explosive mushrooms. Then take out
the rest.
When Shadow comes out, defeat her so she will retreat. Make
your way to the entrance. Shadow will close the door.
Clear out the entrance room of Darkmen. To open the
entrance, put one person on each "rope". Have both pull
simultaneously (use pause button to coordinate), then you
can gather the team for the final showdown...
6.16 WHERE SHADOWS FALL (PART 2)
Primary Objective: Corner Shadow in her lair! (40pp), Defeat
Shadow (80pp)
Secondary Objective: none
Minions: ? Blue Darkmen (30pp each), ? Purple Darkmen (35pp
each), Shadow (300pp)
Canisters: Yellow (pp) in front of Shadow's throne, Yellow
(pp) at the bottom corner of the room.
This is the final showdown with Shadow. Darkmen will
continuously respawn until you take care of The Shadow.
HOWEVER, Shadow is invincible. Every time you beat her, she
will respawn at full health.
The only way to beat her is knock out the 4 columns at the
corners of the room, to let the light in from above. AFTER
you knock out the 4 columns, THEN Shadow will be vulnerable.
Beat her down one more time, and you win!
[Cinematics] Now you know who the Shadow is, and how she
became The Shadow! Except that's when a new twist
develops...
6.17 LOOKING FOR TROUBLE (PART 1)
Primary Objective: Track down Pinstripe's base of operations
(60pp), Defeat and interrogate thugs for clues to
Pinstripe's location (40pp)
Secondary Objective: Find the owner of the second purse and
return it to the owner (it belongs to a lady standing on the
corner of a street, she will call to you when you pass close
to her.) (40pp)
Minions: Crooked Cop (0pp), 3 Gangsters (20pp each), 7
Hitmen (15pp each), 13 Thugs with bats (5pp each), 5 Thugs
with guns (12pp each)
Canisters: Green (xp) behind the giant Tomato ad board on
top of a building, Green (xp) on top of a building with a
Fresh Coffee sign.
This is a Liberty Lad solo adventure. You basically beat one
thug after another until one of them can tell you where's
the big job going down for Pinstripe.
Nothing too difficult here if you approach carefully. Use
objects like cars and lightpoles to help you attack. Use
Stun Grenades to help out. Use jump to get out of range and
recharge.
6.18 LOOKING FOR TROUBLE (PART 2)
Primary Objective: Find and defeat Pinstripe! (80pp),
Destroy the four warehouses (60pp)
Secondary Objective: None
Villains and Minions: 6 Gangsters (20pp each), Microwave
robot (250pp), Pinstripe (250pp), ? Thugs with bats (5pp
each), ? Thug with bombs (10pp), 23 Thugs with guns (12pp
each)
Canisters: Yellow (pp) on top of Pinstripe's warehouse #4
Liberty Lad found Pinstripe's HQ, and was discovered... Then
Law/Order dropped in for a little assistance...
Basically, beat up ALL of the bad guys that attack (should
not be that hard with help). By then the rest of the team
should have arrived. Help Law/Order wipe out the four
warehouses (don't hit the wrong ones). You will need to
personally destroy at least two. Take out the guards also.
Once all four warehouses are gone, Pinstripe shows up...
Then a portal opens... Out steps Microwave, a robot from the
future, and he's NOT friendly!
Send one person after Microwave (Manbot if available as
Microwave is pretty slow). The rest should gang up on
Pinstripe with all melee attacks or direct attacks. When
Pinstripe AND Microwave goes down, you win!
6.19 WANTED -- MINUTEMAN! (PART 1)
Primary Objective: Locate the stolen moneybags (20pp),
Return the stolen moneybags to bank manager (20pp)
Secondary Objective: Apprehend all of the robbers (40pp)
Minions: 7 Tough bat Thugs (20pp each), 6 Tough gun Thugs
(30pp each)
Canisters: Green (xp) in the alley at the top of the map
Sweep the city, follow the arrows, and grab all the
moneybags the bad guys left behind. Keep sweeping the city
until you got ALL the robbers. The Thugs are quite a bit
tougher but nothing you guys can't handle.
Sweep the city and get that secondary objective done before
you go back and turn in all the money.
After you do that, the cops arrest Minuteman... You know
it's a clone that is doing all this... So where is that
clone?
6.20 WANTED -- MINUTEMAN! (PART 2)
Primary Objective: bring the Minuteman clone to justice
(60pp), Keep Liberty Lad safe (60pp)
Secondary Objective: Apprehend all of the robbers (40pp)
Minions: 7 Tough bat Thugs (20pp each), 3 Tough gun Thugs
(30pp each), Cloned Police (40pp), 2 Female civilians (20pp
each), Male civilian (10pp).
Canisters: None?
Sweep the city and take out additional clones, follow the
arrow when you feel like it. You need ranged attack, and a
lot of it to take out those cloned civilians and the cloned
cop.
6.21 WANTED -- MINUTEMAN! (PART 3)
Primary Objective: Keep Liberty Lad safe (60pp), Defeat all
the clone cops (40pp), Talk to the police chief at the
station (20pp), Defeat Deja Vu! (80pp)
Secondary Objective: Protect the cops and their station
(20pp)
Minions: 11 Cloned Police (40pp each), ? Deja Vus (400pp
each)
Canisters: Yellow (pp) in the alley towards the top of the
map, directly behind a building with a Jersey Fried Chicken
sign.
Police station is under attack, and you need to rescue them
from all the clone cops. The clone cops will go after
regular cops unless you attack them.
Once you got all the bad cops, Deja Vu makes his appearance.
Deja Vu's clones are worth quite a bit of prestige, but V1.1
capped the maximum PP at 20 K/Os.
When you defeat Deja Vu, he disappears. However, he leaves a
clue to Minuteman's whereabouts!
6.22 DEJA WHO? (PART 1)
Primary Objective: Find Minuteman and rescue him (40pp),
Liberty Lad must not be defeated (60pp)
Secondary Objective: Defeat all the duplicate cops in the
park (60pp)
Minions: 2 Tough gun Thugs (30pp each), 10 Cloned Police
(40pp each), 3 Cloned Female civilians (20pp each), 3 Cloned
Male civilians (10pp each)
Canisters: Green (xp) under a tree at the top corner of the
park.
When you arrive at the park, things look normal, but things
are not what they seem! The gun thugs will attack. Once you
get to the park, you meet up with more of the cloned
civilians.
SPOILER: One way to tell the clones from the regulars is
pause, then hold the mouse over the subject. The cloned ones
have a different description.
You need to locate the 4 civilians, each with one stanza to
Deja Vu's puzzle. When you get all four, and take out all
the cops, you can free Minuteman... Who's been placed as the
statue!
The flying cops are a REAL PAIN to hit as they fly away. Hit
them with ranged attack.
6.23 DEJA WHO? (PART 2)
Primary Objective: Liberty Lad must not be defeated (60pp),
Defeat the duplicate Minuteman (60pp), Rescue the real
Minuteman (80pp)
Secondary Objective: Find and defeat all clones in the park
(40pp)
Minions: 7 Cloned Police (40pp each), 4 Cloned Female
civilians (20pp each), 4 Cloned Male civilians (10pp each),
1-4 Cloned Minutemen (200pp each)
Canisters: Green (xp) inside a tree at the bottom corner of
the map.
You arrive at the other section of the park... Eve appears
and reveals that the Minuteman you were following is a
clone! Defeat this clone and Eve will join you.
Use Eve's arrows on the various cloned cops. Take on the
cloned civilians, as they have more stanzas to solve the
puzzle.
Eventually, you make your way to the semi-circle of 5
Minuteman statues. Based on the clues given, which one do
you pick as the right one?
HINT: Count COUNTER-clockwise.
If you picked the wrong one, you'll have to fight and defeat
the clone (worth more prestige). However, you only have FOUR
chances to get the right one, not five.
6.24 SEEING DOUBLE
Primary Objective: Find out what Deja Vu is up to (20pp),
Destroy the Cloning ray-gun! (60pp), Don't allow any part of
the ray-gun building to collapse (80pp), Disable the shield
generators (40pp), Defeat Deja Vu! (60pp)
Secondary Objective: None really
Bad Guys: ? Deja Vu (400pp each), 17 Police (40pp each), 5
Female civilians (20pp each), 4 Male civilians (10pp each),
Thug with bat (5pp), Cloning ray (0pp)
Canisters: Green (xp) under a crate in the alley on the
right side of the map, Yellow (pp) on top of a building on
the left side of the map.
When you arrive at the University, Deja Vu shows his latest
creation... A giant cloning ray! Don't let it hit or you'll
end up fighting yourselves!
Use the buildings as cover, move around and defeat the misc.
clones. Eve is probably best to take out the clone cops and
such.
Send one hero who can fly to take out the two shield
generators behind the cloning ray gun itself. Once that's
done, the hero can then destroy the cloning ray gun. Then
Deja Vu himself should show up.
If you can hit him with progressive damage (acid and such)
before he clones, his clones would have less HPs as well.
This would make defeating clones very simple.
Just defeat Deja Vu and you win the mission.
6.25 ROBOTS ON RAMPAGE (PART 1)
Primary Objective: Prevent the robots from destroying 15
buildings (20pp)
Secondary Objective: Prevent 10 buildings from being
destroyed (40pp), Prevent 5 buildings from being destroyed
(60pp)
Minions: 9 Mech men (35pp each)
Canisters: Green (xp) on top of a building with a Burgers
sign at the top of the map.
It's going to be difficult to prevent 5 buildings from being
destroyed unless you have flying heroes and such that can
move VERY quickly and can attack and get out of the way
quickly. Basically, the Robots are melee machines only. Use
ranged attack as much as possible. Acid attacks would work
great if you can get them to hit, as would electrical
attacks.
As mechs cannot be made to fall down, "shove" and other
knockback attacks are worthless.
6.26 ROBOTS ON RAMPAGE (PART 2)
Primary Objective: Protect the central city tower (60pp)
Secondary Objective: none
Minions: 14 Mech men (35pp each), 5 Flame mechs (50pp each)
Canisters: Yellow (pp) in a phone booth at the bottom of the
map.
More robots to bash. These arrive in waves in different
directions. You need speedy heroes with ranged attacks so
you can react to each crisis as it unfolds.
NOTE: Pick fliers and climbers as much as possible. If you
have been knocked off you are toast unless you can fly/climb
up again.
Don't worry too much about the city buildings. Your primary
objective is saving the city tower, which means you must
protect the four different supports of the tower. While are
you assessed a penalty for each building wrecked, that just
means you must give it your best shot.
Team up on robot as much as possible. Diablo can do quite a
bit of damage if you pump up his Tongue of Flame. Use
Inferno on a group of mechs.
Microwave's Interference is good. Two solid hits can take
out a Mechman. Microwave beam is also good but does less
damage.
Minuteman isn't doing much damage with his staff and such.
Liberty Lad's energy grenade doesn't do much either and it
bounces too much. Use someone else that does good damage.
6.27 ROBOTS ON RAMPAGE (PART 3)
Primary Objective: Prevent the robots from destroying the
statues and the spire (80pp)
Secondary Objective: none
Minions: 7 Mech men (35pp each), 2 Flame mechs (50pp each)
Canisters: some energy canisters around, 1 HP canister near
the central spire (?)
This time, you are on the TOP of the tower... The problem
is... Any one that has been knocked off is out for the
count.
The Mech Men are going after the 4 statues at each corner,
as well as the 4 supports in the middle. While you may think
separating is bad, you must, since there are too many
targets.
Bring El Diablo and Man O'War as you need their good ranged
attacks. Microwave is good as well.
Send the fast guys to the far side of the building and start
knocking. Attack just so the mechs come after you. Then run
and attack someone else. As soon as the mech returns to
building bashing, turn back in and re-attack. Do this with
everyone in sequence. Try to keep yourself to the "inside"
as you don't want to be knocked off the building. Use range
attack as much as possible.
[In my game, I had Minuteman, Microwave, Manbot, and The
Ant. EVERYONE except Microwave got knocked off. The Ant and
Minuteman is completely out. Manbot got knocked to that
"lower level" and cannot get back up. Fortunately, Microwave
was able to take care of those last couple mechs. ]
6.28 DESTRUCTION PRODUCTION
Primary Objective: Find and destroy Mr. Mechanical (n/a),
Destroy the four power generators. Do not damage the
reactor! (60pp)
Secondary Objective: none
Baddies: 27 Mech men (35pp each), 6 Flame mechs (50pp each),
8 Turrets (15pp each)
Canisters: Green (xp) in the spare parts room, Yellow (pp)
in the comm room under the computers.
Note: the turrets CAN be stopped if you "use" the console
near it. Destroy the turrets any way for more PP.
You are in Mr. Mechanical's base. Follow the corridors
slowly and blast each and every robot that attacks. There's
usually only one or two per room, with an occasional turret.
Use Diablo and Microwave here as their ranged attack is very
good. Inferno on a group of robots is a real crowd-pleaser
as well.
You'll see some turrets. The turrets aren't that hard to
kill, but it's better if you run for the console. Use those
to help you kill the robots. Run past them and lead the
robots past them repeatedly. If you brought fast people, use
them to lead the robots on a merry chase while others use
ranged attacks.
There are some rooms with explosive barrels, use them
against the robots as possible.
If you brought Liberty Lad, his energy grenades come in
handy in SOME situations. One of them is when the room has
two levels, a mezzanine level with a ramp leading down to
main level. The energy grenade will explode in the lower
level so if you stay out of the radius you can grenade the
Mechs below to death.
Don't use Diablo's Inferno too close or you'll end up
blowing up your own people.
Take out the 4 generators surrounding the reactor is easy if
you take out the mechs first. Attract the mechs and let
Liberty Lad drop grenades on them, or use the beam attacks.
6.29 THE MADNESS OF MR. MECHANICAL
Primary Objective: Defeat Mr. Mechanical (80pp), Protect the
Freedom fortress (60pp)
Secondary Objective: Protect the school (40pp), Protect the
police station (40pp), Protect the hospital building (40pp)
Villain: Mr. Mechanical (350pp), 4 to 8 Mech Men (?? pp)
Canisters: Green (xp) on top of a building in the right
corner of the map, Yellow (pp) under a crate in the alley at
the bottom corner of the map.
Mr. Mechanical's huge blue mech is out to bash... And it has
1000 HPs. Ouch.
Keep one slow guy (probably Microwave, as he MUST be
included) near the Freedom Fortress on defense. Send the
others to attack Mr. Mechanical. You need to inflict 250 pts
of damage to make him turn toward the next target, and you
need to do this BEFORE he destroys the target.
El Diablo is probably the best guy to use. His Tongue of
Flames can do 20+ pts damage per shot. Minuteman should
attack only when Mr. Mechanical is bashing buildings.
Microwave should stay back a bit and use Microwave beam from
long-rage.
When you save the school, Mr. Mechanical should have a
couple mechs on the way to Freedom Fortress. Have Microwave
start to defend while the rest continue to bash Mr.
Mechanical. Repeat the same steps as Microwave turn to
police station, then hospital (which is getting close to
Freedom Fortress).
Finally, when Mr. Mechanical turns toward Freedom Fortress,
EVERYONE should attack Mr. Mechanical. On the other hand,
MAYBE have one guy take on the remaining mechman attacking
the Freedom Fortress. When Mr. Mechanical goes down, it
doesn't matter if there are any mechs remaining. You win
nonetheless.
6.30 HISTORY LESSON
Primary Objective: Find and subdue the aliens (60pp), Close
the alien portals (40pp), Protect Alchemiss (20pp), Protect
the museum (60pp)
Secondary Objective: Keep the museum undamaged (80pp)
Minions: ? Alien Sergeants (75pp each), ? Alien Warriors
(60pp), Praetor (?? pp)
Canisters: Green (xp) on top of a building with a Fresh
Coffee sign
Alchemiss is the only one that can close the portal(s), so
protecting her is your primary mission.
The alien portals will periodically release more aliens.
Beware! Close them quickly as more aliens are coming
through!
If you need a lot of XPs, sit near the first portal and keep
whacking those alien warriors. They give decent XP, though
with the V1.1 cap on XP, this is a less viable tactic than
before.
There will be a total of FOUR portals you need to close.
After you close the first one, two more pop up. Then one big
portal appears with Praetor and his minions.
The trick in taking out Aliens is get close ASAP, or fight
them from long-range. The Alien Sergeants do a bit of damage
if you can't catch up to them. Their plasma gun shots
explodes when hit and does quite a bit of knockback. The
warriors aren't that hard to hit. Basically, concentrate
fire on one at a time, Sergeants first.
Praetor and his group aren't that bad either, as they
concentrate on the museum for the most part. Send Alchemiss
to close the portal, then send someone to engage Praetor
while the rest of the team takes on the minions. Minuteman
can probably take out Praetor by himself. Take out the
minions, then interrogate Praetor.
6.31 A GOD WALKS THE EARTH
Primary Objective: Find the source of the Bacchites (60pp),
Interrogate the Sylphs to find out what is happening (80pp),
Eve must survive (60pp)
Secondary Objective: Defeat all of Pan's minions (60pp),
Free the police by destroying the cars (40pp)
Minions: 14 Green Sylphs (40pp each), 4 Red Sylphs (45pp
each), 4 Manbulls (75pp each)
Canisters: Green (xp) in the alley on the right corner of
the map.
Women are turning into Sylphs and men are trapped in vines
all over the city... Looks similar to Eve's attacks, don't
they? Who's behind all this?
Definitely bring long-range shooters, like Microwave, El
Diablo, and maybe Liberty Lad.
Basically, move around and take out as many Sylphs from long
range as you can. Use Liberty Lad's energy grenades, let it
bounce slightly for more range. The Sylphs are pretty weak.
Use Eve's arrows, Microwave, and El Diablo's long-range
attacks as much as possible.
You have to take out THREE groups of Sylphs before you get
to this huge tree. Interrogate the remaining Sylph when you
defeat each group.
Keep knocking out and interrogating Sylphs until you see
this HUGE tree next to several VERY high buildings. You
can't jump on top of those buildings, so don't try. Instead,
"tease" the Sylphs away from the tree, and take out the
Sylphs. THEN send in Liberty Lad and bounce grenades around
to take out the Manbulls around the tree.
Interrogate this last Sylph.
[Cinematic] Pan makes his appearance... And Eve went with
him, after shooting El Diablo!
6.32 FORBIDDEN FRUIT
Primary Objective: Find and administer the fruit (60pp),
Microwave must survive (60pp), Administer the fruit to a
bacchite (80pp)
Secondary Objective: none
Minions: ? Green Sylphs (40pp each), 8 Red Sylphs (45pp
each), 6 Silver Sylphs (50pp each), ? Manbulls (75pp each)
Canisters: Green (xp) under a tree towards the upper left of
the island, X life canisters (hp) all over the place
The temples allow the green sylphs to "beam in", so destroy
those ASAP. You don't lose any points doing that.
Basically, move around the island in a circle, collecting
fruit, fighting sylphs and manbulls, until you covered all
the fruit trees. I tried counter-clockwise and that seems to
work fine.
If you fight the Sylphs a few at a time, they can't do much
damage. Target Red Sylphs first, other Sylphs later. They
seem vulnerable to energy grenades as the explosion knocks
them into trees and such for more damage. Move slowly, take
out temples while you're at it.
Only Microwave can "pick fruit", so don't let him fall.
There should be several canisters of health (hp) under
various trees you can get to.
Keep going and collect fruit. When you got all the fruit
trees, the cure is ready. Now you need to try the cure on a
Sylph. Feel free to knock out more Sylphs as now you get
arrows pointing to all of them.
Knock out a Sylph, then have Microwave try the cure on her.
[Cinematic] The cure worked, Sylph turns back into a
civilian... Your team was able to gain access to the inner
sanctum of Pan's Lair... Then Eve turns on you again and
froze all of you in vines!
6.33 PANDEMONIUM
Primary Objective: Locate Pan's Lair (60pp), Microwave must
survive (60pp), Heal Eve with the magic fruit (80pp), Defeat
Pan (80pp), Eve must survive (0pp)
Secondary Objective: none
Minions: ? Greens Sylphs (40pp each), 2 Red Sylphs (45pp
each), ? Silver Sylphs (50pp each), 6 Manbulls (75pp each),
6 Wall Carvings (15pp each)
Canisters: Green (xp) right outside the starting room,
Yellow (pp) under a tree in the standing stones room. May
have some life canisters lying around.
The same team from previous mission is in this mission as
well.
You start in the "prison", and suddenly, the door opens...
Is someone helping you? Defeat the 2 Green Sylphs at the
door, then 4 more Sylphs in the round "courtyard". Don't
forget the green (XP) canister.
Now you get two entrances, both leads to the next room.
However, each passage contains 2 Manbulls hiding in rooms
adjacent to the passage. Use a flying guy (like El Diablo)
to "tease" them out and take care of them.
Keep moving in and defeat a set of Red Sylphs in the room
with Wall Carvings. Tease the Red Sylphs out of the room and
take them out. THEN move into the room and use long-range
fire to take care of the wall carvings. Liberty Lad's
grenades can be VERY useful here, as will Microwave's
microwave beam.
Keep moving in and take out a set of Silver Sylphs at the
mini-Stone Henge. Don't forget the yellow canister off to
the side.
Finally, you make your way to Pan's throne room... Eve turns
on Pan... then Pan turned her into a Green Sylph!
First defeat this Green Sylph, then have Microwave "cure"
her. When Eve reverts to her natural state, have everybody
gang up on Pan, with maybe one protecting Eve and take on
any last minions.
Once you defeat Pan, you win...
[Cinematic] Pan was defeated, and Eve, with help of Gaia,
banished him... And the city returns to normal! However,
time itself seems to be under attack... Suddenly, Timemaster
appears in Freedom Fortress, puts everybody in stasis, and
takes Manbot away! Timemaster will use Manbot's Energy-X
storage to destroy time!
6.34 BEGINNING OF THE END
Primary Objective: Place a transmitter on each of the three
crystals (80pp), Protect the civilians (90pp), Return to the
base! The signal is ready to be sent! (40pp), Defeat Lord
Dominion and his elite guard (80pp)
Secondary Objective: Don't allow any civilians to be injured
(40pp)
Minions: 2 Alien Sergeants (75pp each), 2 Alien Warriors
(60pp each), Lord Dominion (450pp), 2 Hit men (15pp each),
11 Raptors (20pp each), 6 Wild Raptors (30pp each), 7 Tough
Raptors (40pp each), Thug with bat (5pp)
Canisters: Green (xp) in left corner of the map, Yellow (pp)
in right corner of the map.
A piece of the city has been ripped out and placed in a
desert... With raptors and T-Rex all around. You need to go
to EACH of the crystals and plant a transmitter on it. If
you see raptors chasing civilians, save the civilians!
There are several raptors around the first crystals, a bunch
of thugs and hitmen around the second crystal, and a T-Rex
around the third. There are plenty loose raptors around
chasing civilians.
Once you got all the transmitters planted, the SOS was sent
to the future... to Lord Dominion! He arrives through the
portal with his alien invaders! You need to defeat all of
them to continue...
[Cinematic] You've defeated Lord Dominion and his elite
guard. Lord Dominion said he can send four people into the
timestream to challenge Timemaster. He will do so if you
will choose your team.
6.35 THE END OF TIME (PART 1)
Primary Objective: Defeat Pinstripe and his minions (20pp),
Defeat Nuclear Winter and his lackeys (20pp), Defeat the
prehistoric pests (20pp), Defeat the oversized ants (20pp)
Secondary Objective: none
Minions: 6 Soldier ants (30pp each), 2 Ice Queens (40pp
each), 2 Frost Warriors (40pp each), 2 Ice troopers (20pp
each), 2 Gangsters (20pp each), 2 Hit men (15pp each)
Nuclear Winter (200pp), Pinstripe (250pp)
Canisters: none
You get to fight in the stream of time in order to get to
Timemaster... And this means you get to fight EVERYBODY all
over again. This is your FINAL TEAM. You don't get to
substitute or "grow" any one during this four-part battle...
I would suggest Microwave, El Diablo, The Ant, and MAYBE
Minuteman.
Disc one is Pinstripe and his thugs, some with guns, some
with grenades, etc. Pinstripe is hard to hit, but not that
hard. Irradiate him or genetic damage him to change his
resistance. Then he'll be vulnerable to SOMETHING. One guy
takes out the minions while others work on Pinstripe.
Once you finish the disc, STAY AWAY from the center pad! If
you're too close, that energy burst will send you FLYING,
falling off.
Disc two is Nuclear Winter and his lackeys. Somehow he never
moved from his "perch", so I just have Microwave keep
beaming him. El Diablo, flying, is toasting those Frost
Warriors. The Ant is shoving those Ice Queens off the disc,
and Minuteman is beating up those Ice Troopers.
Disc three has some Raptors, and those are pretty easy. The
Ant's shove or even Minuteman's Strike will take care of
them.
[Cinematic] You enter the portal and jump to next section...
6.36 THE END OF PART (PART 2)
Primary Objective: Defeat Shadow and her minions (20pp),
Defeat Deja Vu and his duplicates, Defeat the mechanical
miscreants (20pp), Defeat the Sylphs (20pp)
Secondary Objective: none
Minions: 3 Green sylphs (40pp each), 3 Red sylphs (45pp
each), 2 Blue darkmen (30pp each), 3 Purple darkmen (35pp
each), Deja Vu (400pp each), 2 Police (40pp each), 2 Female
civilians (20pp each), 2 Male civilians (10pp each)
Canisters: none
Disc 4 is Shadow's minions. I had Microwave keep beaming
Shadow. Minuteman and The Ant jump off the center platform
to take care of two Blue Darkmen below. El Diablo shoot one
Inferno at each "tower" and the shock will send the Purple
Darkmen on each flying off the disc. If not, just repeat.
Use the life canisters and such, then be ready to move out.
Disc 5 is Deja Vu and his minions. Have El Diablo take off
and shoot those fake cops from the air with tongue of
flames. Have the Ant "shove" various targets, esp. those
"civilians". Microwave should use Microwave beam only.
Minuteman... Should probably stay put unless you want to
send him in to take on additional targets.
Disc 6 is Mr. Mechanical and 2 Mechman... 1 regular
(yellow), 1 flame (red). I recommend you leave the 2 mechmen
to El Diablo and Microwave, while Minuteman and the Ant
concentrate on Mr. Mechanical. Minuteman however, can be
vulnerable to "stomping" and can lose 50 HP in a single hit.
If that's the case, pull back and use those heroic deeds.
Disc 7 holds the Sylphs, (some of each color). Chase the
Sylphs down
6.37 THE END OF TIME (PART 3)
Primary Objective: Defeat Pan and his followers (20pp),
Defeat the deadly dinosaurs (20pp), Defeat the robotic
reprobates (20pp), Defeat Timemaster and his temporal twins
(20pp)
Secondary Objective: none
Minions: 2 Silver sylphs (50pp each), 2 Man-bulls (75pp
each), 3 Microwave robots (250pp each), Pan (450pp), 3
Temporal twins (250pp each), Timemaster (250pp)
Canisters: none
Pan and his followers are on Disc 8. Take out the Silver
Sylphs and the Manbulls first, then take on Pan himself. Try
to do him from a distance so you don't fall to his
enchantments.
Disc 9 holds 2 T-Rex's. They aren't that hard, actually,
esp. with El Diablo's flaming fists and Minuteman's
Vanquish. The Ant can use Acid Bomb and Microwave can use
Irradiate on the other T-Rex.
Disc 10 holds 3 Microwave Robots, and 4 turrets. Take
control of the turrets to help you fight the robots. Those
robots quickly run out of energy and will stun themselves.
Use that time to attack.
Disc 11 holds Timemaster and his Temporal Twins. Just beat
all of them, then bash Timemaster himself. Use all your
attacks from a distance. Once you beat him, and all the
twins, Manbot will send you to the final fight...
6.38 THE END OF TIME (PART 4)
Primary Objective: Destroy the field holding Man-bot
prisoner (60pp), Destroy the 3 mental constraint devices
(60pp), Defeat Timemaster once and for all! (80pp)
Secondary Objective: none
Minions: multiple Temporal Twins (?? pp each)
Canisters: none
Take out the 3 restraints (they look kinda of like upside
down magnets). There will be two temporal twins guarding
each one. Destroy the restraint and it'll take out the
temporal twins guarding each one.
Now starting smashing those timepieces... They each have 500
hp so it'll take a while, but keep doing it. Timemaster
don't do that much damage, really. Grab those life canisters
on the map if you need them.
Once ALL THREE timepieces are gone, start bashing Timemaster
himself. He can heal himself, so keep bashing, no respite
for the wicked. Use all your powers and heroic deeds now, as
there is no later. You beat Timemaster, and you win!
[Cinematic] now that Timemaster is gone, Manbot has gained
most of Timemaster's powers... He's now master of time! He
opened a portal for the team to go back through, but he
himself cannot come... Nor did he really wish to... He is a
menace to mankind, he knows, and thus he knows his sacrifice
will not be in vain... And perhaps, he will see them
again... in time...
7 Multiplayer Mayhem
I don't play online, so I have no information for this
section. If you care to contribute, please send info to
address specified above.
8 Misc. Information
8.1 LINKS
Freedom Force Center at http://www.freedomforcecenter.com/
Modforce at http://www.modforce.com
Look in their links section for even MORE links to other
skins, meshes, and more.
8.2 STUPID EXPLOITS
8.2.1 Multi-use canisters
If you need the canister for multiple people, it is possible
to sort of cheat with it. Have your heroes surround the
canister, but NOT touching. Pause, then give EVERY hero the
"use canister" command. Unpause, and everybody will benefit
from the canister.
This has been tested with health canisters in V1.1 for all
types of canisters.
8.2.2 Infinite Prestige
In V1.0, you can get infinite prestige by taking out enemies
that spawn, such as Deja Vu's clones of himself.
NOTE: This no longer works in V1.1. Maximum prestige is
capped at 20 K/O's for a particular enemy type.
8.3 CHEATS
The only known cheat requires one to edit an INIT file
enable the debug console, then open the console and enter
some debug Python commands. I can't get those to work
reliably, as they seem to depend on the circumstances.
8.4 HOW TO ADD DOWNLOADED SKINS
If you downloaded a new "hero", it should come with a whole
set of files, namely:
==a file with extension .HERO
==a folder with the character name containing the actual skin
files in .TGA format
==a text file that explains which "mesh" (frame/skeleton) this
skin is designed for, and some background information, like
who designed this, what "team" the hero belongs to, whose
copyright is the character, and so on.
For example, say you downloaded Wolverine (X-Men). The ZIP
file should contain
==wolverine.hero
==wolverine [folder] (which contains at least 2 .TGA files,
possibly more)
==The text file (sometimes inside the folder) explained that
this skin is for the "male_alpha" mesh.
To install this character, you need to do two things:
1) Put the .hero file in
X:\Program Files\Irrational Games\Freedom Force\Data\Heroes
(substitute X for your actual install drive letter)
2) The folder of .TGA files goes under
X:\Program Files\Irrational Games\Freedom
Force\Data\Art\custom_characters\male_alpha\skins
Remember, the names must match, and the skin should match
the mesh. Substitute the mesh name with the mesh you're
actually using.
After you've done that, start Freedom Force, and the new
hero should appear in the custom hero list.
Technical note: it appears that the .hero file contains the
characteristics, like power type, duration, and all that.
The portrait and skin goes under the specific skins folder.
8.5 HOW TO ADD DOWNLOADED MESHES
Downloaded meshes go under
X:\Program Files\Irrational Games\Freedom Force\Data\Art\custom_characters\
Make a new folder for it with the proper name. Inside this
new folder should go the character file and the keyframe
file, and a [skins] folder.
After that, add the skins as described in the previous step.
--THE END--
The Spoiler Centre